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Some minor comments
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@@ -64,6 +64,7 @@
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*
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*
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* #define SUPPORT_HIGH_DPI
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* #define SUPPORT_HIGH_DPI
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* Allow scale all the drawn content to match the high-DPI equivalent size (only PLATFORM_DESKTOP)
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* Allow scale all the drawn content to match the high-DPI equivalent size (only PLATFORM_DESKTOP)
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* NOTE: This flag is forced on macOS, since most displays are high-DPI
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*
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*
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* DEPENDENCIES:
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* DEPENDENCIES:
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* rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD, OpenBSD, NetBSD, DragonFly)
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* rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD, OpenBSD, NetBSD, DragonFly)
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@@ -3046,6 +3047,7 @@ static void InitTimer(void)
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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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// 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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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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