Removed trail spaces

This commit is contained in:
Ray
2019-04-04 13:50:52 +02:00
parent 3e1e7d740f
commit a103086443
6 changed files with 87 additions and 87 deletions

View File

@@ -1130,22 +1130,22 @@ void rlBegin(int mode)
// Make sure current draws[i].vertexCount is aligned a multiple of 4,
// that way, following QUADS drawing will keep aligned with index processing
// It implies adding some extra alignment vertex at the end of the draw,
// those vertex are not processed but they are considered as an additional offset
// those vertex are not processed but they are considered as an additional offset
// for the next set of vertex to be drawn
if (draws[drawsCounter - 1].mode == RL_LINES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? draws[drawsCounter - 1].vertexCount : draws[drawsCounter - 1].vertexCount%4);
else if (draws[drawsCounter - 1].mode == RL_TRIANGLES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? 1 : (4 - (draws[drawsCounter - 1].vertexCount%4)));
if (rlCheckBufferLimit(draws[drawsCounter - 1].vertexAlignment)) rlglDraw();
else
{
vertexData[currentBuffer].vCounter += draws[drawsCounter - 1].vertexAlignment;
vertexData[currentBuffer].cCounter += draws[drawsCounter - 1].vertexAlignment;
vertexData[currentBuffer].tcCounter += draws[drawsCounter - 1].vertexAlignment;
drawsCounter++;
}
}
if (drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw();
draws[drawsCounter - 1].mode = mode;
@@ -1301,22 +1301,22 @@ void rlEnableTexture(unsigned int id)
// Make sure current draws[i].vertexCount is aligned a multiple of 4,
// that way, following QUADS drawing will keep aligned with index processing
// It implies adding some extra alignment vertex at the end of the draw,
// those vertex are not processed but they are considered as an additional offset
// those vertex are not processed but they are considered as an additional offset
// for the next set of vertex to be drawn
if (draws[drawsCounter - 1].mode == RL_LINES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? draws[drawsCounter - 1].vertexCount : draws[drawsCounter - 1].vertexCount%4);
else if (draws[drawsCounter - 1].mode == RL_TRIANGLES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? 1 : (4 - (draws[drawsCounter - 1].vertexCount%4)));
if (rlCheckBufferLimit(draws[drawsCounter - 1].vertexAlignment)) rlglDraw();
else
{
vertexData[currentBuffer].vCounter += draws[drawsCounter - 1].vertexAlignment;
vertexData[currentBuffer].cCounter += draws[drawsCounter - 1].vertexAlignment;
vertexData[currentBuffer].tcCounter += draws[drawsCounter - 1].vertexAlignment;
drawsCounter++;
}
}
if (drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw();
draws[drawsCounter - 1].textureId = id;
@@ -2044,7 +2044,7 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi
unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int glInternalFormat = GL_DEPTH_COMPONENT16;
@@ -2103,7 +2103,7 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format)
{
unsigned int cubemapId = 0;
unsigned int dataSize = GetPixelDataSize(size, size, format);
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glGenTextures(1, &cubemapId);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapId);
@@ -2305,7 +2305,7 @@ void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachTy
bool rlRenderTextureComplete(RenderTexture target)
{
bool result = false;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindFramebuffer(GL_FRAMEBUFFER, target.id);
@@ -4196,7 +4196,7 @@ static void DrawBuffersDefault(void)
glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP));
glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f);
glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0); // Provided value refers to the texture unit (active)
// TODO: Support additional texture units on custom shader
//if (currentShader->locs[LOC_MAP_SPECULAR] > 0) glUniform1i(currentShader.locs[LOC_MAP_SPECULAR], 1);
//if (currentShader->locs[LOC_MAP_NORMAL] > 0) glUniform1i(currentShader.locs[LOC_MAP_NORMAL], 2);
@@ -4231,7 +4231,7 @@ static void DrawBuffersDefault(void)
for (int i = 0; i < drawsCounter; i++)
{
glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
// TODO: Find some way to bind additional textures --> Use global texture IDs? Register them on draw[i]?
//if (currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureUnit1_id); }
//if (currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textureUnit2_id); }
@@ -4248,7 +4248,7 @@ static void DrawBuffersDefault(void)
glDrawElements(GL_TRIANGLES, draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*vertexOffset/4*6));
#endif
}
vertexOffset += (draws[i].vertexCount + draws[i].vertexAlignment);
}