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REVIEWED: Remove final punctuation in code comments
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@@ -1593,7 +1593,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
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// Enable mesh VAO to attach new buffer
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rlEnableVertexArray(mesh.vaoId);
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// This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData().
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// This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData()
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// It isn't clear which would be reliably faster in all cases and on all platforms,
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// anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems
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// no faster, since we're transferring all the transform matrices anyway
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@@ -2695,7 +2695,7 @@ Mesh GenMeshCylinder(float radius, float height, int slices)
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{
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// Instance a cylinder that sits on the Z=0 plane using the given tessellation
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// levels across the UV domain. Think of "slices" like a number of pizza
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// slices, and "stacks" like a number of stacked rings.
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// slices, and "stacks" like a number of stacked rings
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// Height and radius are both 1.0, but they can easily be changed with par_shapes_scale
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par_shapes_mesh *cylinder = par_shapes_create_cylinder(slices, 8);
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par_shapes_scale(cylinder, radius, radius, height);
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@@ -2759,7 +2759,7 @@ Mesh GenMeshCone(float radius, float height, int slices)
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{
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// Instance a cone that sits on the Z=0 plane using the given tessellation
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// levels across the UV domain. Think of "slices" like a number of pizza
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// slices, and "stacks" like a number of stacked rings.
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// slices, and "stacks" like a number of stacked rings
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// Height and radius are both 1.0, but they can easily be changed with par_shapes_scale
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par_shapes_mesh *cone = par_shapes_create_cone(slices, 8);
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par_shapes_scale(cone, radius, radius, height);
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@@ -3813,7 +3813,7 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
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RayCollision collision = { 0 };
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// Note: If ray.position is inside the box, the distance is negative (as if the ray was reversed)
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// Reversing ray.direction will give use the correct result.
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// Reversing ray.direction will give use the correct result
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bool insideBox = (ray.position.x > box.min.x) && (ray.position.x < box.max.x) &&
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(ray.position.y > box.min.y) && (ray.position.y < box.max.y) &&
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(ray.position.z > box.min.z) && (ray.position.z < box.max.z);
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@@ -5068,7 +5068,7 @@ static Model LoadGLTF(const char *fileName)
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{
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cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
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// WARNING: SPECS: POSITION accessor MUST have its min and max properties defined.
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// WARNING: SPECS: POSITION accessor MUST have its min and max properties defined
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if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec3))
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{
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@@ -5129,7 +5129,7 @@ static Model LoadGLTF(const char *fileName)
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{
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cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
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// WARNING: SPECS: All components of each COLOR_n accessor element MUST be clamped to [0.0, 1.0] range.
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// WARNING: SPECS: All components of each COLOR_n accessor element MUST be clamped to [0.0, 1.0] range
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if ((attribute->component_type == cgltf_component_type_r_8u) && (attribute->type == cgltf_type_vec4))
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{
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@@ -5369,7 +5369,7 @@ static Model LoadGLTF(const char *fileName)
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return model;
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}
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// Get interpolated pose for bone sampler at a specific time. Returns true on success.
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// Get interpolated pose for bone sampler at a specific time. Returns true on success
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static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_accessor *input, cgltf_accessor *output, float time, void *data)
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{
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if (interpolationType >= cgltf_interpolation_type_max_enum) return false;
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@@ -5833,7 +5833,7 @@ static Model LoadM3D(const char *fileName)
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// We always need a default material, so we add +1
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model.materialCount++;
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// Faces must be in non-decreasing materialid order. Verify that quickly, sorting them otherwise.
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// Faces must be in non-decreasing materialid order. Verify that quickly, sorting them otherwise
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// WARNING: Sorting is not needed, valid M3D model files should already be sorted
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// Just keeping the sorting function for reference (Check PR #3363 #3385)
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/*
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@@ -5841,12 +5841,12 @@ static Model LoadM3D(const char *fileName)
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{
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if (m3d->face[i-1].materialid <= m3d->face[i].materialid) continue;
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// face[i-1] > face[i]. slide face[i] lower.
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// face[i-1] > face[i]. slide face[i] lower
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m3df_t slider = m3d->face[i];
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j = i-1;
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do
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{ // face[j] > slider, face[j+1] is svailable vacant gap.
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{ // face[j] > slider, face[j+1] is svailable vacant gap
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m3d->face[j+1] = m3d->face[j];
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j = j-1;
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}
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@@ -6107,7 +6107,7 @@ static Model LoadM3D(const char *fileName)
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}
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// Load bone-pose default mesh into animation vertices. These will be updated when UpdateModelAnimation gets
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// called, but not before, however DrawMesh uses these if they exist (so not good if they are left empty).
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// called, but not before, however DrawMesh uses these if they exist (so not good if they are left empty)
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if (m3d->numbone && m3d->numskin)
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{
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for (i = 0; i < model.meshCount; i++)
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