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authorRay <[email protected]>2023-03-13 12:08:23 +0100
committerRay <[email protected]>2023-03-13 12:08:23 +0100
commita7f81b06b93a4305186999e407b32bcb2ba78f04 (patch)
treebe68f04c1242c42bcef30738207265232d5cb130 /src
parent393b0d1a80cee881323e352164071f7bf6def557 (diff)
downloadraylib-a7f81b06b93a4305186999e407b32bcb2ba78f04.tar.gz
raylib-a7f81b06b93a4305186999e407b32bcb2ba78f04.zip
Remove trailing spaces
Diffstat (limited to 'src')
-rw-r--r--src/rmodels.c4
-rw-r--r--src/rtext.c4
-rw-r--r--src/rtextures.c2
3 files changed, 5 insertions, 5 deletions
diff --git a/src/rmodels.c b/src/rmodels.c
index 8ab92342..2b1d0f93 100644
--- a/src/rmodels.c
+++ b/src/rmodels.c
@@ -1117,8 +1117,8 @@ bool IsModelReady(Model model)
(model.meshMaterial != NULL) && // Validate mesh-material linkage
(model.meshCount > 0) && // Validate mesh count
(model.materialCount > 0)); // Validate material count
-
- // NOTE: This is a very general model validation, many elements could be validated from a model...
+
+ // NOTE: This is a very general model validation, many elements could be validated from a model...
}
// Unload model (meshes/materials) from memory (RAM and/or VRAM)
diff --git a/src/rtext.c b/src/rtext.c
index 2d47bdf6..9eec0059 100644
--- a/src/rtext.c
+++ b/src/rtext.c
@@ -543,8 +543,8 @@ bool IsFontReady(Font font)
(font.glyphCount > 0) && // Validate font contains some glyph
(font.recs != NULL) && // Validate font recs defining glyphs on texture atlas
(font.glyphs != NULL)); // Validate glyph data is loaded
-
- // NOTE: Further validations could be done to verify if recs count and glyphs count
+
+ // NOTE: Further validations could be done to verify if recs count and glyphs count
// match glyphCount and to verify that data contained is valid (glyphs values, metrics...)
}
diff --git a/src/rtextures.c b/src/rtextures.c
index 12bca8a8..b5f9998a 100644
--- a/src/rtextures.c
+++ b/src/rtextures.c
@@ -3364,7 +3364,7 @@ bool IsRenderTextureReady(RenderTexture2D target)
{
return ((target.id > 0) && // Validate OpenGL id
IsTextureReady(target.depth) && // Validate FBO depth texture/renderbuffer
- IsTextureReady(target.texture)); // Validate FBO texture
+ IsTextureReady(target.texture)); // Validate FBO texture
}
// Unload render texture from GPU memory (VRAM)