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Minor comments tweak
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@@ -3284,8 +3284,8 @@ static void InitTimer(void)
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// Wait for some milliseconds (stop program execution)
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// Wait for some milliseconds (stop program execution)
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// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
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// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
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// take longer than expected... for that reason we use the busy wait loop
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// take longer than expected... for that reason we use the busy wait loop
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// http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
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// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
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// http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
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// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
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static void Wait(float ms)
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static void Wait(float ms)
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{
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{
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#if defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)
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#if defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)
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@@ -3942,8 +3942,8 @@ static void CharCallback(GLFWwindow *window, unsigned int key)
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{
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{
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// NOTE: Registers any key down considering OS keyboard layout but
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// NOTE: Registers any key down considering OS keyboard layout but
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// do not detects action events, those should be managed by user...
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// do not detects action events, those should be managed by user...
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// https://github.com/glfw/glfw/issues/668#issuecomment-166794907
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// Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
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// http://www.glfw.org/docs/latest/input_guide.html#input_char
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// Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
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// Check if there is space available in the queue
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// Check if there is space available in the queue
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if (keyPressedQueueCount < MAX_CHARS_QUEUE)
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if (keyPressedQueueCount < MAX_CHARS_QUEUE)
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@@ -2916,7 +2916,7 @@ static Model LoadOBJ(const char *fileName)
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float shininess;
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float shininess;
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float ior; // index of refraction
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float ior; // index of refraction
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float dissolve; // 1 == opaque; 0 == fully transparent
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float dissolve; // 1 == opaque; 0 == fully transparent
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// illumination model (see http://www.fileformat.info/format/material/)
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// illumination model (Ref: http://www.fileformat.info/format/material/)
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int illum;
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int illum;
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int pad0;
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int pad0;
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