diff options
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 10 |
1 files changed, 5 insertions, 5 deletions
@@ -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; } //----------------------------------------------------------------------------------------------------- |
