diff --git a/src/shapes.c b/src/shapes.c index baad6c59d..92c48ad4c 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -119,11 +119,11 @@ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) Vector2 delta = {endPos.x-startPos.x, endPos.y-startPos.y}; float length = sqrtf(delta.x*delta.x + delta.y*delta.y); - if (length > 0 && thick > 0) + if (length > 0 && thick > 0) { float scale = thick/(2*length); Vector2 radius = {-scale*delta.y, scale*delta.x}; - Vector2 strip[] = {{startPos.x-radius.x, startPos.y-radius.y}, {startPos.x+radius.x, startPos.y+radius.y}, + Vector2 strip[] = {{startPos.x-radius.x, startPos.y-radius.y}, {startPos.x+radius.x, startPos.y+radius.y}, {endPos.x-radius.x, endPos.y-radius.y}, {endPos.x+radius.x, endPos.y+radius.y}}; DrawTriangleStrip(strip, 4, color); @@ -157,24 +157,24 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color) { const float step = 1.0f/BEZIER_LINE_DIVISIONS; - + Vector2 previous = startPos; Vector2 current = { 0 }; float t = 0.0f; - + for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++) { t = step*i; float a = powf(1 - t, 2); float b = 2*(1 - t)*t; float c = powf(t, 2); - + // NOTE: The easing functions aren't suitable here because they don't take a control point current.y = a*startPos.y + b*controlPos.y + c*endPos.y; current.x = a*startPos.x + b*controlPos.x + c*endPos.x; - + DrawLineEx(previous,current,thick,color); - + previous = current; } } @@ -619,10 +619,10 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color { if (rlCheckBufferLimit(4)) rlglDraw(); - Vector2 bl = {}; - Vector2 br = {}; - Vector2 tr = {}; - Vector2 tl = {}; + Vector2 bl = { 0 }; + Vector2 br = { 0 }; + Vector2 tr = { 0 }; + Vector2 tl = { 0 }; // Only calculate rotation if needed if (rotation == 0.0f) diff --git a/src/textures.c b/src/textures.c index 9969b7ec9..63b97c3b9 100644 --- a/src/textures.c +++ b/src/textures.c @@ -3201,10 +3201,10 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 if (source.width < 0) { flipX = true; source.width *= -1; } if (source.height < 0) source.y -= source.height; - Vector2 bl = {}; - Vector2 br = {}; - Vector2 tr = {}; - Vector2 tl = {}; + Vector2 bl = { 0 }; + Vector2 br = { 0 }; + Vector2 tr = { 0 }; + Vector2 tl = { 0 }; // Only calculate rotation if needed if (rotation == 0.0f)