WARNING: **NEW** raylib code CONVENTION: Comments do not end with '.'

This commit is contained in:
Ray
2025-08-07 18:23:20 +02:00
parent 6792e6e2dd
commit 570082deba
55 changed files with 210 additions and 208 deletions

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@ -221,10 +221,12 @@ int main(void)
}
// NoEase function, used when "no easing" is selected for any axis. It just ignores all parameters besides b.
// NoEase function, used when "no easing" is selected for any axis
// It just ignores all parameters besides b
static float NoEase(float t, float b, float c, float d)
{
float burn = t + b + c + d; // Hack to avoid compiler warning (about unused variables)
// Hack to avoid compiler warning (about unused variables)
float burn = t + b + c + d;
d += burn;
return b;

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@ -16,13 +16,13 @@
********************************************************************************************
*
* Mixes raylib and plain OpenGL code to draw a GL_POINTS based particle system. The
* primary point is to demonstrate raylib and OpenGL interop.
* primary point is to demonstrate raylib and OpenGL interop
*
* rlgl batched draw operations internally so we have to flush the current batch before
* doing our own OpenGL work (rlDrawRenderBatchActive()).
* doing our own OpenGL work (rlDrawRenderBatchActive())
*
* The example also demonstrates how to get the current model view projection matrix of
* raylib. That way raylib cameras and so on work as expected.
* raylib. That way raylib cameras and so on work as expected
*
********************************************************************************************/
@ -87,13 +87,13 @@ int main(void)
particles[i].x = (float)GetRandomValue(20, screenWidth - 20);
particles[i].y = (float)GetRandomValue(50, screenHeight - 20);
// Give each particle a slightly different period. But don't spread it to much.
// This way the particles line up every so often and you get a glimps of what is going on.
// Give each particle a slightly different period. But don't spread it to much
// This way the particles line up every so often and you get a glimps of what is going on
particles[i].period = (float)GetRandomValue(10, 30)/10.0f;
}
// Create a plain OpenGL vertex buffer with the data and an vertex array object
// that feeds the data from the buffer into the vertexPosition shader attribute.
// that feeds the data from the buffer into the vertexPosition shader attribute
GLuint vao = 0;
GLuint vbo = 0;
glGenVertexArrays(1, &vao);

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@ -23,11 +23,11 @@
#include <stdlib.h>
// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant.
// This must be a multiple of 16 (check golLogic compute dispatch).
// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant
// This must be a multiple of 16 (check golLogic compute dispatch)
#define GOL_WIDTH 768
// Maximum amount of queued draw commands (squares draw from mouse down events).
// Maximum amount of queued draw commands (squares draw from mouse down events)
#define MAX_BUFFERED_TRANSFERTS 48
// Game Of Life Update Command
@ -160,7 +160,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload shader buffers objects.
// Unload shader buffers objects
rlUnloadShaderBuffer(ssboA);
rlUnloadShaderBuffer(ssboB);
rlUnloadShaderBuffer(ssboTransfert);

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@ -9,7 +9,7 @@
*
* Example originally created with raylib 1.6, last time updated with raylib 4.0
*
* WARNING: This example is intended only for PLATFORM_DESKTOP and OpenGL 3.3 Core profile.
* WARNING: This example is intended only for PLATFORM_DESKTOP and OpenGL 3.3 Core profile
* It could work on other platforms if redesigned for those platforms (out-of-scope)
*
* DEPENDENCIES:
@ -48,7 +48,7 @@
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
* 3. This notice may not be removed or altered from any source distribution
*
********************************************************************************************/