Fixed some typos.

This commit is contained in:
stickm4n 2023-02-06 16:11:25 -05:00
parent 3b5b6ccd18
commit 2ede3d2cf9
10 changed files with 47 additions and 47 deletions

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@ -65,7 +65,7 @@
// Support automatic generated events, loading and recording of those events when required
//#define SUPPORT_EVENTS_AUTOMATION 1
// Support custom frame control, only for advance users
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents()
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
// Enabling this flag allows manual control of the frame processes, use at your own risk
//#define SUPPORT_CUSTOM_FRAME_CONTROL 1
@ -110,12 +110,12 @@
// Default shader vertex attribute names to set location points
// NOTE: When a new shader is loaded, the following locations are tried to be set for convenience
#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1
#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
#define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
@ -139,7 +139,7 @@
//------------------------------------------------------------------------------------
// Module: rtextures - Configuration Flags
//------------------------------------------------------------------------------------
// Selecte desired fileformats to be supported for image data loading
// Select the desired fileformats to be supported for image data loading
#define SUPPORT_FILEFORMAT_PNG 1
//#define SUPPORT_FILEFORMAT_BMP 1
//#define SUPPORT_FILEFORMAT_TGA 1

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@ -474,7 +474,7 @@ void InitAudioDevice(void)
return;
}
// Mixing happens on a seperate thread which means we need to synchronize. I'm using a mutex here to make things simple, but may
// Mixing happens on a separate thread which means we need to synchronize. I'm using a mutex here to make things simple, but may
// want to look at something a bit smarter later on to keep everything real-time, if that's necessary.
if (ma_mutex_init(&AUDIO.System.lock) != MA_SUCCESS)
{
@ -2107,8 +2107,8 @@ void UnloadAudioStream(AudioStream stream)
}
// Update audio stream buffers with data
// NOTE 1: Only updates one buffer of the stream source: unqueue -> update -> queue
// NOTE 2: To unqueue a buffer it needs to be processed: IsAudioStreamProcessed()
// NOTE 1: Only updates one buffer of the stream source: dequeue -> update -> queue
// NOTE 2: To dequeue a buffer it needs to be processed: IsAudioStreamProcessed()
void UpdateAudioStream(AudioStream stream, const void *data, int frameCount)
{
if (stream.buffer != NULL)

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@ -842,7 +842,7 @@ typedef enum {
CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map)
CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
} CubemapLayout;
// Font type, defines generation method

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@ -150,7 +150,7 @@ void SetCameraMoveControls(int keyFront, int keyBack,
#endif
// Camera mouse movement sensitivity
#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.5f // TODO: it should be independant of framerate
#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.5f // TODO: it should be independent of framerate
#define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f
// FREE_CAMERA

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@ -1317,7 +1317,7 @@ void MaximizeWindow(void)
void MinimizeWindow(void)
{
#if defined(PLATFORM_DESKTOP)
// NOTE: Following function launches callback that sets appropiate flag!
// NOTE: Following function launches callback that sets appropriate flag!
glfwIconifyWindow(CORE.Window.handle);
#endif
}
@ -2481,10 +2481,10 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
// All locations reseted to -1 (no location)
// All locations reset to -1 (no location)
for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
// Get handles to GLSL input attibute locations
// Get handles to GLSL input attribute locations
shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
@ -2552,7 +2552,7 @@ void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniform
{
rlEnableShader(shader.id);
rlSetUniform(locIndex, value, uniformType, count);
//rlDisableShader(); // Avoid reseting current shader program, in case other uniforms are set
//rlDisableShader(); // Avoid resetting current shader program, in case other uniforms are set
}
}
@ -2617,7 +2617,7 @@ Ray GetMouseRay(Vector2 mouse, Camera camera)
Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
// Unproject the mouse cursor in the near plane.
// We need this as the source position because orthographic projects, compared to perspect doesn't have a
// We need this as the source position because orthographic projects, compared to perspective doesn't have a
// convergence point, meaning that the "eye" of the camera is more like a plane than a point.
Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
@ -3928,7 +3928,7 @@ static bool InitGraphicsDevice(int width, int height)
CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
// NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars...
// ...in top-down or left-right to match display aspect ratio (no weird scalings)
// ...in top-down or left-right to match display aspect ratio (no weird scaling)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwSetErrorCallback(ErrorCallback);
@ -4099,8 +4099,8 @@ static bool InitGraphicsDevice(int width, int height)
// remember center for switchinging from fullscreen to window
if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
{
// If screen width/height equal to the dislpay, we can't calclulate the window pos for toggling fullscreened/windowed.
// Toggling fullscreened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
// If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed.
// Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
CORE.Window.position.x = CORE.Window.display.width/4;
CORE.Window.position.y = CORE.Window.display.height/4;
}
@ -4137,7 +4137,7 @@ static bool InitGraphicsDevice(int width, int height)
// framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
// by the sides to fit all monitor space...
// Try to setup the most appropiate fullscreen framebuffer for the requested screenWidth/screenHeight
// Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight
// It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
// Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale
// TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
@ -4818,7 +4818,7 @@ static void InitTimer(void)
// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
// take longer than expected... for that reason we use the busy wait loop
// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timing on Win32!
void WaitTime(double seconds)
{
#if defined(SUPPORT_BUSY_WAIT_LOOP) || defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)

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@ -249,7 +249,7 @@ static double rgGetCurrentTime(void);
// Module Functions Definition
//----------------------------------------------------------------------------------
// Enable only desired getures to be detected
// Enable only desired gestures to be detected
void SetGesturesEnabled(unsigned int flags)
{
GESTURES.enabledFlags = flags;
@ -300,7 +300,7 @@ void ProcessGestureEvent(GestureEvent event)
{
if (GESTURES.current == GESTURE_DRAG) GESTURES.Touch.upPosition = event.position[0];
// NOTE: GESTURES.Drag.intensity dependend on the resolution of the screen
// NOTE: GESTURES.Drag.intensity dependent on the resolution of the screen
GESTURES.Drag.distance = rgVector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition);
GESTURES.Drag.intensity = GESTURES.Drag.distance/(float)((rgGetCurrentTime() - GESTURES.Swipe.timeDuration));
@ -472,7 +472,7 @@ Vector2 GetGestureDragVector(void)
}
// Get drag angle
// NOTE: Angle in degrees, horizontal-right is 0, counterclock-wise
// NOTE: Angle in degrees, horizontal-right is 0, counterclockwise
float GetGestureDragAngle(void)
{
// NOTE: drag angle is calculated on one touch points TOUCH_ACTION_UP
@ -488,8 +488,8 @@ Vector2 GetGesturePinchVector(void)
return GESTURES.Pinch.vector;
}
// Get angle beween two pinch points
// NOTE: Angle in degrees, horizontal-right is 0, counterclock-wise
// Get angle between two pinch points
// NOTE: Angle in degrees, horizontal-right is 0, counterclockwise
float GetGesturePinchAngle(void)
{
// NOTE: pinch angle is calculated on two touch points TOUCH_ACTION_MOVE

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@ -1517,7 +1517,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
else rlDrawVertexArray(0, mesh.vertexCount);
}
// Unbind all binded texture maps
// Unbind all bound texture maps
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
if (material.maps[i].texture.id > 0)
@ -1738,7 +1738,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
else rlDrawVertexArrayInstanced(0, mesh.vertexCount, instances);
}
// Unbind all binded texture maps
// Unbind all bound texture maps
for (int i = 0; i < MAX_MATERIAL_MAPS; i++)
{
if (material.maps[i].texture.id > 0)
@ -2559,7 +2559,7 @@ Mesh GenMeshSphere(float radius, int rings, int slices)
return mesh;
}
// Generate hemi-sphere mesh (half sphere, no bottom cap)
// Generate hemisphere mesh (half sphere, no bottom cap)
Mesh GenMeshHemiSphere(float radius, int rings, int slices)
{
Mesh mesh = { 0 };
@ -3242,7 +3242,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
}
}
// Move data from mapVertices temp arays to vertices float array
// Move data from mapVertices temp arrays to vertices float array
mesh.vertexCount = vCounter;
mesh.triangleCount = vCounter/3;
@ -3742,7 +3742,7 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
// NOTE: We use an additional .01 to fix numerical errors
collision.normal = Vector3Scale(collision.normal, 2.01f);
collision.normal = Vector3Divide(collision.normal, Vector3Subtract(box.max, box.min));
// The relevant elemets of the vector are now slightly larger than 1.0f (or smaller than -1.0f)
// The relevant elements of the vector are now slightly larger than 1.0f (or smaller than -1.0f)
// and the others are somewhere between -1.0 and 1.0 casting to int is exactly our wanted normal!
collision.normal.x = (float)((int)collision.normal.x);
collision.normal.y = (float)((int)collision.normal.y);
@ -4959,7 +4959,7 @@ static Model LoadGLTF(const char *fileName)
for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++)
{
// Check the different attributes for every pimitive
// Check the different attributes for every primitive
if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position) // POSITION
{
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
@ -5613,7 +5613,7 @@ static Model LoadM3D(const char *fileName)
// Materials are grouped together
if (mi != m3d->face[i].materialid)
{
// there should be only one material switch per material kind, but be bulletproof for unoptimal model files
// there should be only one material switch per material kind, but be bulletproof for non-optimal model files
if (k + 1 >= model.meshCount)
{
model.meshCount++;

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@ -65,7 +65,7 @@
#include <stdio.h> // Required for: vsprintf()
#include <string.h> // Required for: strcmp(), strstr(), strcpy(), strncpy() [Used in TextReplace()], sscanf() [Used in LoadBMFont()]
#include <stdarg.h> // Required for: va_list, va_start(), vsprintf(), va_end() [Used in TextFormat()]
#include <ctype.h> // Requried for: toupper(), tolower() [Used in TextToUpper(), TextToLower()]
#include <ctype.h> // Required for: toupper(), tolower() [Used in TextToUpper(), TextToLower()]
#if defined(SUPPORT_FILEFORMAT_TTF)
#define STB_RECT_PACK_IMPLEMENTATION
@ -584,7 +584,7 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz
glyphCount = (glyphCount > 0)? glyphCount : 95;
// Fill fontChars in case not provided externally
// NOTE: By default we fill glyphCount consecutevely, starting at 32 (Space)
// NOTE: By default we fill glyphCount consecutively, starting at 32 (Space)
if (fontChars == NULL)
{

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@ -1176,7 +1176,7 @@ void ImageFormat(Image *image, int newFormat)
} break;
case PIXELFORMAT_UNCOMPRESSED_R32:
{
// WARNING: Image is converted to GRAYSCALE eqeuivalent 32bit
// WARNING: Image is converted to GRAYSCALE equivalent 32bit
image->data = (float *)RL_MALLOC(image->width*image->height*sizeof(float));
@ -1214,7 +1214,7 @@ void ImageFormat(Image *image, int newFormat)
RL_FREE(pixels);
pixels = NULL;
// In case original image had mipmaps, generate mipmaps for formated image
// In case original image had mipmaps, generate mipmaps for formatted image
// NOTE: Original mipmaps are replaced by new ones, if custom mipmaps were used, they are lost
if (image->mipmaps > 1)
{
@ -1331,7 +1331,7 @@ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Co
}
// Crop image depending on alpha value
// NOTE: Threshold is defined as a percentatge: 0.0f -> 1.0f
// NOTE: Threshold is defined as a percentage: 0.0f -> 1.0f
void ImageAlphaCrop(Image *image, float threshold)
{
// Security check to avoid program crash
@ -2531,7 +2531,7 @@ void UnloadImagePalette(Color *colors)
}
// Get image alpha border rectangle
// NOTE: Threshold is defined as a percentatge: 0.0f -> 1.0f
// NOTE: Threshold is defined as a percentage: 0.0f -> 1.0f
Rectangle GetImageAlphaBorder(Image image, float threshold)
{
Rectangle crop = { 0 };
@ -3273,7 +3273,7 @@ TextureCubemap LoadTextureCubemap(Image image, int layout)
faces = GenImageColor(size, size*6, MAGENTA);
ImageFormat(&faces, image.format);
// NOTE: Image formating does not work with compressed textures
// NOTE: Image formatting does not work with compressed textures
for (int i = 0; i < 6; i++) ImageDraw(&faces, image, faceRecs[i], (Rectangle){ 0, (float)size*i, (float)size, (float)size }, WHITE);
}
@ -3606,7 +3606,7 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
// NOTE: Vertex position can be transformed using matrices
// but the process is way more costly than just calculating
// the vertex positions manually, like done above.
// I leave here the old implementation for educational pourposes,
// I leave here the old implementation for educational purposes,
// just in case someone wants to do some performance test
/*
rlSetTexture(texture.id);

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@ -63,10 +63,10 @@
static int logTypeLevel = LOG_INFO; // Minimum log type level
static TraceLogCallback traceLog = NULL; // TraceLog callback function pointer
static LoadFileDataCallback loadFileData = NULL; // LoadFileData callback funtion pointer
static SaveFileDataCallback saveFileData = NULL; // SaveFileText callback funtion pointer
static LoadFileTextCallback loadFileText = NULL; // LoadFileText callback funtion pointer
static SaveFileTextCallback saveFileText = NULL; // SaveFileText callback funtion pointer
static LoadFileDataCallback loadFileData = NULL; // LoadFileData callback function pointer
static SaveFileDataCallback saveFileData = NULL; // SaveFileText callback function pointer
static LoadFileTextCallback loadFileText = NULL; // LoadFileText callback function pointer
static SaveFileTextCallback saveFileText = NULL; // SaveFileText callback function pointer
//----------------------------------------------------------------------------------
// Functions to set internal callbacks