From e2b9bdeadc2e343b35b6e93861156c77ca399310 Mon Sep 17 00:00:00 2001 From: Gianni Alessandroni <45824238+NotManyIdeasDev@users.noreply.github.com> Date: Fri, 14 May 2021 15:50:03 +0200 Subject: [PATCH] fixed dumb visual studio formatting problems --- examples/core/core_2d_camera_smooth_pixelperfect.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/examples/core/core_2d_camera_smooth_pixelperfect.c b/examples/core/core_2d_camera_smooth_pixelperfect.c index 3ead3ab49..ae40cdfc1 100644 --- a/examples/core/core_2d_camera_smooth_pixelperfect.c +++ b/examples/core/core_2d_camera_smooth_pixelperfect.c @@ -25,7 +25,7 @@ int main(void) const int virualScreenWidth = 160; const int virtualScreenHeight = 90; - const float virtualRatio = (float)screenWidth / (float)virualScreenWidth; + const float virtualRatio = (float)screenWidth/(float)virualScreenWidth; InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera"); @@ -43,7 +43,7 @@ int main(void) //The renderTexture's height is flipped (in the source Rectangle), due to OpenGL reasons. Rectangle renderTextureSource = { 0.0f, 0.0f, (float)renderTexture.texture.width, (float)-renderTexture.texture.height }; - Rectangle renderTextureDest = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio * 2), screenHeight + (virtualRatio * 2) }; + Rectangle renderTextureDest = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) }; Vector2 origin = { 0.0f, 0.0f }; @@ -61,11 +61,11 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - rotation += degreesPerSecond * GetFrameTime(); // Rotate the rectangles. + rotation += degreesPerSecond*GetFrameTime(); // Rotate the rectangles. // Make the camera move to demonstrate the effect. - cameraX = (sinf(GetTime()) * 50.0f) - 10.0f; - cameraY = cosf(GetTime()) * 30.0f; + cameraX = (sinf(GetTime())*50.0f) - 10.0f; + cameraY = cosf(GetTime())*30.0f; // Set the camera's target to the values computed above. screenSpaceCamera.target = (Vector2){ cameraX, cameraY };