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Change ternary operator formatting
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10
src/rlgl.h
10
src/rlgl.h
@@ -775,8 +775,8 @@ typedef struct DrawCall {
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#endif
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"void main() \n"
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"{ \n"
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" vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n"
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" vec2 screenCenter = fragTexCoord.x < 0.5 ? leftScreenCenter : rightScreenCenter; \n"
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" vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter; \n"
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" vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter; \n"
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" vec2 theta = (fragTexCoord - lensCenter)*scaleIn; \n"
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" float rSq = theta.x*theta.x + theta.y*theta.y; \n"
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" vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); \n"
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@@ -1136,7 +1136,7 @@ void rlEnd(void)
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// TODO: System could be improved (a bit) just storing every draw alignment value
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// and adding it to vertexOffset on drawing... maybe in a future...
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int vertexCount = draws[drawsCounter - 1].vertexCount;
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int vertexToAlign = (vertexCount >= 4) ? vertexCount%4 : (4 - vertexCount%4);
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int vertexToAlign = (vertexCount >= 4)? vertexCount%4 : (4 - vertexCount%4);
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for (int i = 0; i < vertexToAlign; i++) rlVertex3f(-1, -1, -1);
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// Make sure vertexCount is the same for vertices, texcoords, colors and normals
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@@ -1233,7 +1233,7 @@ void rlTexCoord2f(float x, float y)
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}
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// Define one vertex (normal)
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// NOTE: Normals limited to TRIANGLES only ?
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// NOTE: Normals limited to TRIANGLES only?
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void rlNormal3f(float x, float y, float z)
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{
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// TODO: Normals usage...
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@@ -2206,7 +2206,7 @@ RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depth
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target.depth.id = rlLoadTextureDepth(width, height, depthBits, !useDepthTexture);
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target.depth.width = width;
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target.depth.height = height;
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target.depth.format = 19; //DEPTH_COMPONENT_24BIT ?
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target.depth.format = 19; //DEPTH_COMPONENT_24BIT?
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target.depth.mipmaps = 1;
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}
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//-----------------------------------------------------------------------------------------------------
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