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WARNING: **NEW** raylib code CONVENTION: Comments do not end with '.'
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@ -221,10 +221,12 @@ int main(void)
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}
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// NoEase function, used when "no easing" is selected for any axis. It just ignores all parameters besides b.
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// NoEase function, used when "no easing" is selected for any axis
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// It just ignores all parameters besides b
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static float NoEase(float t, float b, float c, float d)
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{
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float burn = t + b + c + d; // Hack to avoid compiler warning (about unused variables)
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// Hack to avoid compiler warning (about unused variables)
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float burn = t + b + c + d;
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d += burn;
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return b;
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@ -16,13 +16,13 @@
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********************************************************************************************
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*
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* Mixes raylib and plain OpenGL code to draw a GL_POINTS based particle system. The
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* primary point is to demonstrate raylib and OpenGL interop.
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* primary point is to demonstrate raylib and OpenGL interop
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*
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* rlgl batched draw operations internally so we have to flush the current batch before
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* doing our own OpenGL work (rlDrawRenderBatchActive()).
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* doing our own OpenGL work (rlDrawRenderBatchActive())
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*
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* The example also demonstrates how to get the current model view projection matrix of
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* raylib. That way raylib cameras and so on work as expected.
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* raylib. That way raylib cameras and so on work as expected
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*
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********************************************************************************************/
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@ -87,13 +87,13 @@ int main(void)
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particles[i].x = (float)GetRandomValue(20, screenWidth - 20);
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particles[i].y = (float)GetRandomValue(50, screenHeight - 20);
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// Give each particle a slightly different period. But don't spread it to much.
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// This way the particles line up every so often and you get a glimps of what is going on.
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// Give each particle a slightly different period. But don't spread it to much
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// This way the particles line up every so often and you get a glimps of what is going on
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particles[i].period = (float)GetRandomValue(10, 30)/10.0f;
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}
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// Create a plain OpenGL vertex buffer with the data and an vertex array object
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// that feeds the data from the buffer into the vertexPosition shader attribute.
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// that feeds the data from the buffer into the vertexPosition shader attribute
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GLuint vao = 0;
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GLuint vbo = 0;
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glGenVertexArrays(1, &vao);
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@ -23,11 +23,11 @@
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#include <stdlib.h>
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// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant.
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// This must be a multiple of 16 (check golLogic compute dispatch).
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// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant
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// This must be a multiple of 16 (check golLogic compute dispatch)
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#define GOL_WIDTH 768
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// Maximum amount of queued draw commands (squares draw from mouse down events).
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// Maximum amount of queued draw commands (squares draw from mouse down events)
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#define MAX_BUFFERED_TRANSFERTS 48
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// Game Of Life Update Command
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@ -160,7 +160,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Unload shader buffers objects.
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// Unload shader buffers objects
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rlUnloadShaderBuffer(ssboA);
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rlUnloadShaderBuffer(ssboB);
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rlUnloadShaderBuffer(ssboTransfert);
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@ -9,7 +9,7 @@
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*
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* Example originally created with raylib 1.6, last time updated with raylib 4.0
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*
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* WARNING: This example is intended only for PLATFORM_DESKTOP and OpenGL 3.3 Core profile.
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* WARNING: This example is intended only for PLATFORM_DESKTOP and OpenGL 3.3 Core profile
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* It could work on other platforms if redesigned for those platforms (out-of-scope)
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*
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* DEPENDENCIES:
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@ -48,7 +48,7 @@
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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* 3. This notice may not be removed or altered from any source distribution
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*
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********************************************************************************************/
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