WARNING: **NEW** raylib code CONVENTION: Comments do not end with '.'

This commit is contained in:
Ray
2025-08-07 18:23:20 +02:00
parent 6792e6e2dd
commit 570082deba
55 changed files with 210 additions and 208 deletions

View File

@@ -12,7 +12,7 @@
* #define SUPPORT_FILEFORMAT_GLTF
* #define SUPPORT_FILEFORMAT_VOX
* #define SUPPORT_FILEFORMAT_M3D
* Selected desired fileformats to be supported for model data loading.
* Selected desired fileformats to be supported for model data loading
*
* #define SUPPORT_MESH_GENERATION
* Support procedural mesh generation functions, uses external par_shapes.h library
@@ -2298,7 +2298,7 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
if (firstMeshWithBones != -1)
{
// Update all bones and boneMatrices of first mesh with bones.
// Update all bones and boneMatrices of first mesh with bones
for (int boneId = 0; boneId < anim.boneCount; boneId++)
{
Transform *bindTransform = &model.bindPose[boneId];
@@ -5291,8 +5291,7 @@ static Model LoadGLTF(const char *fileName)
> Texcoords: vec2: float
> Colors: vec4: u8, u16, f32 (normalized)
> Indices: u16, u32 (truncated to u16)
- Scenes defined in the glTF file are ignored. All nodes in the file
are used.
- Scenes defined in the glTF file are ignored. All nodes in the file are used
***********************************************************************************************/
@@ -5347,8 +5346,8 @@ static Model LoadGLTF(const char *fileName)
int primitivesCount = 0;
// NOTE: We will load every primitive in the glTF as a separate raylib Mesh.
// Determine total number of meshes needed from the node hierarchy.
// NOTE: We will load every primitive in the glTF as a separate raylib Mesh
// Determine total number of meshes needed from the node hierarchy
for (unsigned int i = 0; i < data->nodes_count; i++)
{
cgltf_node *node = &(data->nodes[i]);
@@ -5490,14 +5489,13 @@ static Model LoadGLTF(const char *fileName)
// has_clearcoat, has_transmission, has_volume, has_ior, has specular, has_sheen
}
// Visit each node in the hierarchy and process any mesh linked from it.
// Each primitive within a glTF node becomes a Raylib Mesh.
// Visit each node in the hierarchy and process any mesh linked from it
// Each primitive within a glTF node becomes a Raylib Mesh
// The local-to-world transform of each node is used to transform the
// points/normals/tangents of the created Mesh(es).
// points/normals/tangents of the created Mesh(es)
// Any glTF mesh linked from more than one Node (i.e. instancing)
// is turned into multiple Mesh's, as each Node will have its own
// transform applied.
// NOTE: The code below disregards the scenes defined in the file, all nodes are used.
// is turned into multiple Mesh's, as each Node will have its own transform applied
// NOTE: The code below disregards the scenes defined in the file, all nodes are used
//----------------------------------------------------------------------------------------------------
int meshIndex = 0;
for (unsigned int i = 0; i < data->nodes_count; i++)