diff --git a/src/platforms/rcore_memory.c b/src/platforms/rcore_memory.c index 155073ad1..e7934bd96 100644 --- a/src/platforms/rcore_memory.c +++ b/src/platforms/rcore_memory.c @@ -91,7 +91,7 @@ bool InitGraphicsDevice(void); // Initialize graphics device // Module Internal Functions Declaration //---------------------------------------------------------------------------------- #if !defined(_WIN32) -static int kbhit(void); // Check if a key has been pressed +static int kbhit(void); // Check if key has been pressed static char getch(void) { return getchar(); } // Get pressed character #endif @@ -562,7 +562,7 @@ void ClosePlatform(void) // Module Internal Functions Definition //---------------------------------------------------------------------------------- #if !defined(_WIN32) -// Check if a key has been pressed +// Check if key has been pressed static int kbhit(void) { struct termios oldt = { 0 }; diff --git a/src/raudio.c b/src/raudio.c index ff90d8e43..3ae2fba0f 100644 --- a/src/raudio.c +++ b/src/raudio.c @@ -1013,7 +1013,7 @@ Sound LoadSoundAlias(Sound source) return sound; } -// Check if a sound is valid (data loaded and buffers initialized) +// Check if sound is valid (data loaded and buffers initialized) bool IsSoundValid(Sound sound) { bool result = false; @@ -1215,7 +1215,7 @@ void StopSound(Sound sound) StopAudioBuffer(sound.stream.buffer); } -// Check if a sound is playing +// Check if sound is playing bool IsSoundPlaying(Sound sound) { bool result = false; @@ -1751,7 +1751,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, return music; } -// Check if a music stream is valid (context and buffers initialized) +// Check if music stream is valid (context and buffers initialized) bool IsMusicValid(Music music) { return ((music.ctxData != NULL) && // Validate context loaded diff --git a/src/raylib.h b/src/raylib.h index 8e4d830c8..cb02d533b 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1070,7 +1070,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s // NOTE: Shader functionality is not available on OpenGL 1.1 RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations -RLAPI bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU) +RLAPI bool IsShaderValid(Shader shader); // Check if shader is valid (loaded on GPU) RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value @@ -1148,7 +1148,7 @@ RLAPI int FileMove(const char *srcPath, const char *dstPath); // Move file RLAPI int FileTextReplace(const char *fileName, const char *search, const char *replacement); // Replace text in an existing file RLAPI int FileTextFindIndex(const char *fileName, const char *search); // Find text in existing file RLAPI bool FileExists(const char *fileName); // Check if file exists -RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists +RLAPI bool DirectoryExists(const char *dirPath); // Check if directory path exists RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (recommended include point: .png, .wav) RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) @@ -1161,12 +1161,12 @@ RLAPI const char *GetWorkingDirectory(void); // Get curre RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string) RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success RLAPI bool ChangeDirectory(const char *dirPath); // Change working directory, return true on success -RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory +RLAPI bool IsPathFile(const char *path); // Check if given path is a file or a directory RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths, files and directories, no subdirs scan RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and subdir scan; some filters available: '*.*','FILES*','DIRS*' RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths -RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window +RLAPI bool IsFileDropped(void); // Check if file has been dropped into window RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths RLAPI unsigned int GetDirectoryFileCount(const char *dirPath); // Get the file count in a directory @@ -1197,23 +1197,23 @@ RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a reco //------------------------------------------------------------------------------------ // Input-related functions: keyboard -RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once -RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again -RLAPI bool IsKeyDown(int key); // Check if a key is being pressed -RLAPI bool IsKeyReleased(int key); // Check if a key has been released once -RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed +RLAPI bool IsKeyPressed(int key); // Check if key has been pressed once +RLAPI bool IsKeyPressedRepeat(int key); // Check if key has been pressed again +RLAPI bool IsKeyDown(int key); // Check if key is being pressed +RLAPI bool IsKeyReleased(int key); // Check if key has been released once +RLAPI bool IsKeyUp(int key); // Check if key is NOT being pressed RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty RLAPI const char *GetKeyName(int key); // Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard) RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) // Input-related functions: gamepads -RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available +RLAPI bool IsGamepadAvailable(int gamepad); // Check if gamepad is available RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id -RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once -RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed -RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once -RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if gamepad button is NOT being pressed RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed RLAPI int GetGamepadAxisCount(int gamepad); // Get axis count for a gamepad RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get movement value for a gamepad axis @@ -1221,10 +1221,10 @@ RLAPI int SetGamepadMappings(const char *mappings); // Set internal ga RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds) // Input-related functions: mouse -RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once -RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed -RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once -RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed +RLAPI bool IsMouseButtonPressed(int button); // Check if mouse button has been pressed once +RLAPI bool IsMouseButtonDown(int button); // Check if mouse button is being pressed +RLAPI bool IsMouseButtonReleased(int button); // Check if mouse button has been released once +RLAPI bool IsMouseButtonUp(int button); // Check if mouse button is NOT being pressed RLAPI int GetMouseX(void); // Get mouse position X RLAPI int GetMouseY(void); // Get mouse position Y RLAPI Vector2 GetMousePosition(void); // Get mouse position XY @@ -1247,7 +1247,7 @@ RLAPI int GetTouchPointCount(void); // Get number of t // Gestures and Touch Handling Functions (Module: rgestures) //------------------------------------------------------------------------------------ RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags -RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture has been detected +RLAPI bool IsGestureDetected(unsigned int gesture); // Check if gesture has been detected RLAPI int GetGestureDetected(void); // Get latest detected gesture RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in seconds RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector @@ -1446,9 +1446,9 @@ RLAPI Texture2D LoadTexture(const char *fileName); RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) -RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU) +RLAPI bool IsTextureValid(Texture2D texture); // Check if texture is valid (loaded in GPU) RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) -RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU) +RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if render texture is valid (loaded in GPU) RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data (pixels should be able to fill texture) RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data (pixels and rec should fit in texture) @@ -1495,7 +1495,7 @@ RLAPI Font LoadFont(const char *fileName); RLAPI Font LoadFontEx(const char *fileName, int fontSize, const int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, const int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' -RLAPI bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked) +RLAPI bool IsFontValid(Font font); // Check if font is valid (font data loaded, WARNING: GPU texture not checked) RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, const int *codepoints, int codepointCount, int type, int *glyphCount); // Load font data for further use RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM) @@ -1594,7 +1594,7 @@ RLAPI void DrawGrid(int slices, float spacing); // Model management functions RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) -RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs) +RLAPI bool IsModelValid(Model model); // Check if model is valid (loaded in GPU, VAO/VBOs) RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) @@ -1635,7 +1635,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Material loading/unloading functions RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) -RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU) +RLAPI bool IsMaterialValid(Material material); // Check if material is valid (shader assigned, map textures loaded in GPU) RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh @@ -1676,7 +1676,7 @@ RLAPI bool IsWaveValid(Wave wave); // Check i RLAPI Sound LoadSound(const char *fileName); // Load sound from file RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data RLAPI Sound LoadSoundAlias(Sound source); // Load sound alias, new sound that shares the same sample data as the source sound, does not own the sound data -RLAPI bool IsSoundValid(Sound sound); // Check if a sound is valid (data loaded and buffers initialized) +RLAPI bool IsSoundValid(Sound sound); // Check if sound is valid (data loaded and buffers initialized) RLAPI void UpdateSound(Sound sound, const void *data, int frameCount); // Update sound buffer with new data (default data format: 32 bit float, stereo) RLAPI void UnloadWave(Wave wave); // Unload wave data RLAPI void UnloadSound(Sound sound); // Unload sound @@ -1689,7 +1689,7 @@ RLAPI void PlaySound(Sound sound); // Play a RLAPI void StopSound(Sound sound); // Stop playing a sound RLAPI void PauseSound(Sound sound); // Pause a sound RLAPI void ResumeSound(Sound sound); // Resume a paused sound -RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing +RLAPI bool IsSoundPlaying(Sound sound); // Check if sound is currently playing RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (-1.0 left, 0.0 center, 1.0 right) @@ -1702,7 +1702,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload // Music management functions RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data -RLAPI bool IsMusicValid(Music music); // Check if a music stream is valid (context and buffers initialized) +RLAPI bool IsMusicValid(Music music); // Check if music stream is valid (context and buffers initialized) RLAPI void UnloadMusicStream(Music music); // Unload music stream RLAPI void PlayMusicStream(Music music); // Start music playing RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing diff --git a/src/rcore.c b/src/rcore.c index 9f93ecbbc..d31ae25b8 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -1293,7 +1293,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) return shader; } -// Check if a shader is valid (loaded on GPU) +// Check if shader is valid (loaded on GPU) bool IsShaderValid(Shader shader) { return ((shader.id > 0) && // Validate shader id (GPU loaded successfully) @@ -2396,7 +2396,7 @@ bool IsFileExtension(const char *fileName, const char *ext) return result; } -// Check if a directory path exists +// Check if directory path exists bool DirectoryExists(const char *dirPath) { bool result = false; @@ -2811,7 +2811,7 @@ bool ChangeDirectory(const char *dirPath) return (result == 0); } -// Check if a given path point to a file +// Check if given path point to a file bool IsPathFile(const char *path) { struct stat result = { 0 }; @@ -2876,7 +2876,7 @@ bool IsFileNameValid(const char *fileName) return valid; } -// Check if a file has been dropped into window +// Check if file has been dropped into window bool IsFileDropped(void) { bool result = false; @@ -3787,7 +3787,7 @@ void PlayAutomationEvent(AutomationEvent event) // Module Functions Definition: Input Handling: Keyboard //---------------------------------------------------------------------------------- -// Check if a key has been pressed once +// Check if key has been pressed once bool IsKeyPressed(int key) { bool pressed = false; @@ -3800,7 +3800,7 @@ bool IsKeyPressed(int key) return pressed; } -// Check if a key has been pressed again +// Check if key has been pressed again bool IsKeyPressedRepeat(int key) { bool repeat = false; @@ -3813,7 +3813,7 @@ bool IsKeyPressedRepeat(int key) return repeat; } -// Check if a key is being pressed (key held down) +// Check if key is being pressed (key held down) bool IsKeyDown(int key) { bool down = false; @@ -3826,7 +3826,7 @@ bool IsKeyDown(int key) return down; } -// Check if a key has been released once +// Check if key has been released once bool IsKeyReleased(int key) { bool released = false; @@ -3839,7 +3839,7 @@ bool IsKeyReleased(int key) return released; } -// Check if a key is NOT being pressed (key not held down) +// Check if key is NOT being pressed (key not held down) bool IsKeyUp(int key) { bool up = false; @@ -3910,7 +3910,7 @@ void SetExitKey(int key) // NOTE: Functions with a platform-specific implementation on rcore_.c //int SetGamepadMappings(const char *mappings) -// Check if a gamepad is available +// Check if gamepad is available bool IsGamepadAvailable(int gamepad) { bool result = false; @@ -3926,7 +3926,7 @@ const char *GetGamepadName(int gamepad) return CORE.Input.Gamepad.name[gamepad]; } -// Check if a gamepad button has been pressed once +// Check if gamepad button has been pressed once bool IsGamepadButtonPressed(int gamepad, int button) { bool pressed = false; @@ -3939,7 +3939,7 @@ bool IsGamepadButtonPressed(int gamepad, int button) return pressed; } -// Check if a gamepad button is being pressed +// Check if gamepad button is being pressed bool IsGamepadButtonDown(int gamepad, int button) { bool down = false; @@ -3952,7 +3952,7 @@ bool IsGamepadButtonDown(int gamepad, int button) return down; } -// Check if a gamepad button has NOT been pressed once +// Check if gamepad button has NOT been pressed once bool IsGamepadButtonReleased(int gamepad, int button) { bool released = false; @@ -3965,7 +3965,7 @@ bool IsGamepadButtonReleased(int gamepad, int button) return released; } -// Check if a gamepad button is NOT being pressed +// Check if gamepad button is NOT being pressed bool IsGamepadButtonUp(int gamepad, int button) { bool up = false; @@ -4014,7 +4014,7 @@ float GetGamepadAxisMovement(int gamepad, int axis) //void SetMousePosition(int x, int y) //void SetMouseCursor(int cursor) -// Check if a mouse button has been pressed once +// Check if mouse button has been pressed once bool IsMouseButtonPressed(int button) { bool pressed = false; @@ -4030,7 +4030,7 @@ bool IsMouseButtonPressed(int button) return pressed; } -// Check if a mouse button is being pressed +// Check if mouse button is being pressed bool IsMouseButtonDown(int button) { bool down = false; @@ -4046,7 +4046,7 @@ bool IsMouseButtonDown(int button) return down; } -// Check if a mouse button has been released once +// Check if mouse button has been released once bool IsMouseButtonReleased(int button) { bool released = false; @@ -4062,7 +4062,7 @@ bool IsMouseButtonReleased(int button) return released; } -// Check if a mouse button is NOT being pressed +// Check if mouse button is NOT being pressed bool IsMouseButtonUp(int button) { bool up = false; diff --git a/src/rgestures.h b/src/rgestures.h index 248e1f71a..eeeb6b010 100644 --- a/src/rgestures.h +++ b/src/rgestures.h @@ -127,7 +127,7 @@ void UpdateGestures(void); // Update gestures detec #if defined(RGESTURES_STANDALONE) void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags -bool IsGestureDetected(int gesture); // Check if a gesture has been detected +bool IsGestureDetected(int gesture); // Check if gesture has been detected int GetGestureDetected(void); // Get latest detected gesture float GetGestureHoldDuration(void); // Get gesture hold time in seconds @@ -257,7 +257,7 @@ void SetGesturesEnabled(unsigned int flags) GESTURES.enabledFlags = flags; } -// Check if a gesture have been detected +// Check if gesture have been detected bool IsGestureDetected(unsigned int gesture) { if ((GESTURES.enabledFlags & GESTURES.current) == gesture) return true; diff --git a/src/rmodels.c b/src/rmodels.c index 861680c00..32ade139f 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -1167,7 +1167,7 @@ Model LoadModelFromMesh(Mesh mesh) return model; } -// Check if a model is valid (loaded in GPU, VAO/VBOs) +// Check if model is valid (loaded in GPU, VAO/VBOs) bool IsModelValid(Model model) { bool result = false; @@ -2228,7 +2228,7 @@ Material LoadMaterialDefault(void) return material; } -// Check if a material is valid (map textures loaded in GPU) +// Check if material is valid (map textures loaded in GPU) bool IsMaterialValid(Material material) { bool result = false; diff --git a/src/rtext.c b/src/rtext.c index 14a3e39c6..f1de75421 100644 --- a/src/rtext.c +++ b/src/rtext.c @@ -593,7 +593,7 @@ Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int return font; } -// Check if a font is valid (font data loaded) +// Check if font is valid (font data loaded) // WARNING: GPU texture not checked bool IsFontValid(Font font) { @@ -683,7 +683,7 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz // stbtt_GetCodepointBitmapBox() -- how big the bitmap must be // stbtt_MakeCodepointBitmap() -- renders into a provided bitmap - // Check if a glyph is available in the font + // Check if glyph is available in the font // WARNING: if (index == 0), glyph not found, it could fallback to default .notdef glyph (if defined in font) int index = stbtt_FindGlyphIndex(&fontInfo, cp); diff --git a/src/rtextures.c b/src/rtextures.c index 1ab5cb3d9..9a359f0f2 100644 --- a/src/rtextures.c +++ b/src/rtextures.c @@ -1744,7 +1744,7 @@ void ImageResize(Image *image, int newWidth, int newHeight) // Security check to avoid program crash if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return; - // Check if a fast path can be used on image scaling + // Check if fast path can be used on image scaling // It can be for 8 bit per channel images with 1 to 4 channels per pixel if ((image->format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) || (image->format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) || @@ -4295,7 +4295,7 @@ RenderTexture2D LoadRenderTexture(int width, int height) return target; } -// Check if a texture is valid (loaded in GPU) +// Check if texture is valid (loaded in GPU) bool IsTextureValid(Texture2D texture) { bool result = false; @@ -4320,7 +4320,7 @@ void UnloadTexture(Texture2D texture) } } -// Check if a render texture is valid (loaded in GPU) +// Check if render texture is valid (loaded in GPU) bool IsRenderTextureValid(RenderTexture2D target) { bool result = false;