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-rw-r--r--examples/core/core_3d_camera_first_person.c2
-rw-r--r--examples/core/core_input_multitouch.c2
-rw-r--r--examples/shapes/raygui.h4
-rw-r--r--projects/VSCode/main.c2
-rw-r--r--projects/VSCode_tcc_win/main.c2
-rw-r--r--src/physac.h4
-rw-r--r--src/raymath.h2
-rw-r--r--src/textures.c2
8 files changed, 10 insertions, 10 deletions
diff --git a/examples/core/core_3d_camera_first_person.c b/examples/core/core_3d_camera_first_person.c
index 39fbfb2e..9225991a 100644
--- a/examples/core/core_3d_camera_first_person.c
+++ b/examples/core/core_3d_camera_first_person.c
@@ -31,7 +31,7 @@ int main(void)
camera.type = CAMERA_PERSPECTIVE;
// Generates some random columns
- float heights[MAX_COLUMNS] = { 0.0f };
+ float heights[MAX_COLUMNS] = { 0 };
Vector3 positions[MAX_COLUMNS] = { 0 };
Color colors[MAX_COLUMNS] = { 0 };
diff --git a/examples/core/core_input_multitouch.c b/examples/core/core_input_multitouch.c
index a19a3fea..584e029a 100644
--- a/examples/core/core_input_multitouch.c
+++ b/examples/core/core_input_multitouch.c
@@ -28,7 +28,7 @@ int main(void)
Color ballColor = BEIGE;
int touchCounter = 0;
- Vector2 touchPosition = { 0.0f };
+ Vector2 touchPosition = { 0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
diff --git a/examples/shapes/raygui.h b/examples/shapes/raygui.h
index 226ce8f2..6d5df13e 100644
--- a/examples/shapes/raygui.h
+++ b/examples/shapes/raygui.h
@@ -4337,7 +4337,7 @@ static const char **GuiTextSplit(const char *text, int *count, int *textRow)
// NOTE: Color data should be passed normalized
static Vector3 ConvertRGBtoHSV(Vector3 rgb)
{
- Vector3 hsv = { 0.0f };
+ Vector3 hsv = { 0 };
float min = 0.0f;
float max = 0.0f;
float delta = 0.0f;
@@ -4390,7 +4390,7 @@ static Vector3 ConvertRGBtoHSV(Vector3 rgb)
// NOTE: Color data should be passed normalized
static Vector3 ConvertHSVtoRGB(Vector3 hsv)
{
- Vector3 rgb = { 0.0f };
+ Vector3 rgb = { 0 };
float hh = 0.0f, p = 0.0f, q = 0.0f, t = 0.0f, ff = 0.0f;
long i = 0;
diff --git a/projects/VSCode/main.c b/projects/VSCode/main.c
index d067f0b0..88f356ea 100644
--- a/projects/VSCode/main.c
+++ b/projects/VSCode/main.c
@@ -39,7 +39,7 @@ int main()
SetCameraMode(camera, CAMERA_ORBITAL);
- Vector3 cubePosition = { 0.0f };
+ Vector3 cubePosition = { 0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/projects/VSCode_tcc_win/main.c b/projects/VSCode_tcc_win/main.c
index 9c039217..7a68a373 100644
--- a/projects/VSCode_tcc_win/main.c
+++ b/projects/VSCode_tcc_win/main.c
@@ -40,7 +40,7 @@ int main()
SetCameraMode(camera, CAMERA_ORBITAL);
- Vector3 cubePosition = { 0.0f };
+ Vector3 cubePosition = { 0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/src/physac.h b/src/physac.h
index d9b534b5..f03074dd 100644
--- a/src/physac.h
+++ b/src/physac.h
@@ -407,8 +407,8 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float
newBody->id = newId;
newBody->enabled = true;
newBody->position = pos;
- newBody->velocity = (Vector2){ 0.0f };
- newBody->force = (Vector2){ 0.0f };
+ newBody->velocity = (Vector2){ 0.0f, 0.0f };
+ newBody->force = (Vector2){ 0.0f, 0.0f };
newBody->angularVelocity = 0.0f;
newBody->torque = 0.0f;
newBody->orient = 0.0f;
diff --git a/src/raymath.h b/src/raymath.h
index 06ab1320..68f1dd9e 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -1328,7 +1328,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
// Returns a quaternion for a given rotation matrix
RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
{
- Quaternion result = { 0.0f };
+ Quaternion result = { 0 };
if ((mat.m0 > mat.m5) && (mat.m0 > mat.m10))
{
diff --git a/src/textures.c b/src/textures.c
index a555aeb4..0854aa9e 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -3565,7 +3565,7 @@ Color ColorAlphaBlend(Color dst, Color src, Color tint)
Vector4 fdst = ColorNormalize(dst);
Vector4 fsrc = ColorNormalize(src);
Vector4 ftint = ColorNormalize(tint);
- Vector4 fout = { 0.0f };
+ Vector4 fout = { 0 };
fout.w = fsrc.w + fdst.w*(1.0f - fsrc.w);