Remove trail spaces

This commit is contained in:
Ray
2019-05-08 18:33:09 +02:00
parent ecea95f50f
commit 97c8a28aaa
4 changed files with 29 additions and 29 deletions

View File

@@ -64,7 +64,7 @@
#if defined(RLGL_STANDALONE)
#define RAYMATH_STANDALONE
#define RAYMATH_HEADER_ONLY
#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
@@ -72,7 +72,7 @@
#else
#define RLAPI // We are building or using raylib as a static library (or Linux shared library)
#endif
// Allow custom memory allocators
#ifndef RL_MALLOC
#define RL_MALLOC(sz) malloc(sz)
@@ -544,7 +544,7 @@ RLAPI void EndBlendMode(void); // End blending mode (re
RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
@@ -1567,11 +1567,11 @@ void rlglInit(int width, int height)
glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
//glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
if (glGenVertexArrays == NULL) printf("glGenVertexArrays is NULL.\n"); // WEB: ISSUE FOUND! ...but why?
if (glBindVertexArray == NULL) printf("glBindVertexArray is NULL.\n"); // WEB: ISSUE FOUND! ...but why?
}
// TODO: HACK REVIEW!
// For some reason on raylib 2.5, VAO usage breaks the build
// error seems related to function pointers but I can not get detailed info...
@@ -2488,19 +2488,19 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
int drawHint = GL_STATIC_DRAW;
if (dynamic) drawHint = GL_DYNAMIC_DRAW;
if (vaoSupported) glBindVertexArray(vaoId);
glGenBuffers(1, &id);
glBindBuffer(GL_ARRAY_BUFFER, id);
glBufferData(GL_ARRAY_BUFFER, size, buffer, drawHint);
glVertexAttribPointer(shaderLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(shaderLoc);
if (vaoSupported) glBindVertexArray(0);
#endif
@@ -3536,7 +3536,7 @@ void InitVrSimulator(void)
// Initialize framebuffer and textures for stereo rendering
// NOTE: Screen size should match HMD aspect ratio
stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight, UNCOMPRESSED_R8G8B8A8, 24, false);
vrSimulatorReady = true;
#else
TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1");
@@ -3558,13 +3558,13 @@ void CloseVrSimulator(void)
#endif
}
// Set stereo rendering configuration parameters
// Set stereo rendering configuration parameters
void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Reset vrConfig for a new values assignment
memset(&vrConfig, 0, sizeof(vrConfig));
// Assign distortion shader
vrConfig.distortionShader = distortion;
@@ -3620,7 +3620,7 @@ void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
// Compute eyes Viewports
vrConfig.eyeViewportRight[2] = hmd.hResolution/2;
vrConfig.eyeViewportRight[3] = hmd.vResolution;
vrConfig.eyeViewportLeft[0] = hmd.hResolution/2;
vrConfig.eyeViewportLeft[1] = 0;
vrConfig.eyeViewportLeft[2] = hmd.hResolution/2;
@@ -3677,7 +3677,7 @@ void BeginVrDrawing(void)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (vrSimulatorReady)
{
rlEnableRenderTexture(stereoFbo.id); // Setup framebuffer for stereo rendering
//glEnable(GL_FRAMEBUFFER_SRGB); // Enable SRGB framebuffer (only if required)