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| author | victorfisac <victorfisac@gmail.com> | 2016-05-21 18:22:15 +0200 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2016-05-21 18:22:15 +0200 |
| commit | dcd6942ed1ab703625f5c7072cbcfd823c681db7 (patch) | |
| tree | 26adf20c7a1f71cfc986df22c0f5e15520485ec1 /src/rlgl.c | |
| parent | c320a21f2b0e96f7605624e84048ccab9700b516 (diff) | |
| download | raylib-dcd6942ed1ab703625f5c7072cbcfd823c681db7.tar.gz raylib-dcd6942ed1ab703625f5c7072cbcfd823c681db7.zip | |
Fix small bug and spacing
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 10 |
1 files changed, 5 insertions, 5 deletions
@@ -1397,7 +1397,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height) { TraceLog(WARNING, "Framebuffer object could not be created..."); - switch(status) + switch (status) { case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break; @@ -1768,7 +1768,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // Check if using standard shader to get location points // NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations) - if(material.shader.id == standardShader.id) + if (material.shader.id == standardShader.id) { // Send model transformations matrix to shader glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform)); @@ -2285,7 +2285,7 @@ void DrawLights(void) Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); - } + } break; case LIGHT_SPOT: { Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); @@ -3081,7 +3081,7 @@ static void SetShaderLights(Shader shader) locPoint = glGetUniformLocation(shader.id, locName); glUniform1f(locPoint, lights[i]->intensity); - switch(lights[i]->type) + switch (lights[i]->type) { case LIGHT_POINT: { @@ -3295,7 +3295,7 @@ static void TraceLog(int msgType, const char *text, ...) va_list args; va_start(args, text); - switch(msgType) + switch (msgType) { case INFO: fprintf(stdout, "INFO: "); break; case ERROR: fprintf(stdout, "ERROR: "); break; |
