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-rw-r--r--src/rlgl.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index c9f15385..52165150 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -775,8 +775,8 @@ typedef struct DrawCall {
#endif
"void main() \n"
"{ \n"
- " vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n"
- " vec2 screenCenter = fragTexCoord.x < 0.5 ? leftScreenCenter : rightScreenCenter; \n"
+ " vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter; \n"
+ " vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter; \n"
" vec2 theta = (fragTexCoord - lensCenter)*scaleIn; \n"
" float rSq = theta.x*theta.x + theta.y*theta.y; \n"
" vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); \n"
@@ -1136,7 +1136,7 @@ void rlEnd(void)
// TODO: System could be improved (a bit) just storing every draw alignment value
// and adding it to vertexOffset on drawing... maybe in a future...
int vertexCount = draws[drawsCounter - 1].vertexCount;
- int vertexToAlign = (vertexCount >= 4) ? vertexCount%4 : (4 - vertexCount%4);
+ int vertexToAlign = (vertexCount >= 4)? vertexCount%4 : (4 - vertexCount%4);
for (int i = 0; i < vertexToAlign; i++) rlVertex3f(-1, -1, -1);
// Make sure vertexCount is the same for vertices, texcoords, colors and normals
@@ -1233,7 +1233,7 @@ void rlTexCoord2f(float x, float y)
}
// Define one vertex (normal)
-// NOTE: Normals limited to TRIANGLES only ?
+// NOTE: Normals limited to TRIANGLES only?
void rlNormal3f(float x, float y, float z)
{
// TODO: Normals usage...
@@ -2206,7 +2206,7 @@ RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depth
target.depth.id = rlLoadTextureDepth(width, height, depthBits, !useDepthTexture);
target.depth.width = width;
target.depth.height = height;
- target.depth.format = 19; //DEPTH_COMPONENT_24BIT ?
+ target.depth.format = 19; //DEPTH_COMPONENT_24BIT?
target.depth.mipmaps = 1;
}
//-----------------------------------------------------------------------------------------------------