manual fix script issues

This commit is contained in:
CrackedPixel 2025-01-16 14:01:17 -06:00
parent d91a5831d7
commit f6853b899c
4 changed files with 9 additions and 9 deletions

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@ -1,6 +1,8 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib example - procedural mesh generation * raylib [models] example - procedural mesh generation
*
* Example complexity rating: [] 2/4
* *
* Example originally created with raylib 1.8, last time updated with raylib 4.0 * Example originally created with raylib 1.8, last time updated with raylib 4.0
* *
@ -28,8 +30,6 @@ int main(void)
const int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation"); InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation");
*
* Example complexity rating: [] 2/4
// We generate a checked image for texturing // We generate a checked image for texturing
Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN); Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN);

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@ -2,6 +2,8 @@
* *
* raylib [textures] example - Texture drawing * raylib [textures] example - Texture drawing
* *
* Example complexity rating: [] 2/4
*
* NOTE: This example illustrates how to draw into a blank texture using a shader * NOTE: This example illustrates how to draw into a blank texture using a shader
* *
* Example originally created with raylib 2.0, last time updated with raylib 3.7 * Example originally created with raylib 2.0, last time updated with raylib 3.7
@ -34,8 +36,6 @@ int main(void)
const int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing"); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
*
* Example complexity rating: [] 2/4
Image imBlank = GenImageColor(1024, 1024, BLANK); Image imBlank = GenImageColor(1024, 1024, BLANK);
Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader

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@ -2,6 +2,8 @@
* *
* raylib example - particles blending * raylib example - particles blending
* *
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 1.7, last time updated with raylib 3.5 * Example originally created with raylib 1.7, last time updated with raylib 3.5
* *
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
@ -36,8 +38,6 @@ int main(void)
const int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending"); InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending");
*
* Example complexity rating: [] 1/4
// Particles pool, reuse them! // Particles pool, reuse them!
Particle mouseTail[MAX_PARTICLES] = { 0 }; Particle mouseTail[MAX_PARTICLES] = { 0 };

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@ -2,6 +2,8 @@
* *
* raylib [shapes] example - Draw Textured Polygon * raylib [shapes] example - Draw Textured Polygon
* *
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 3.7, last time updated with raylib 3.7 * Example originally created with raylib 3.7, last time updated with raylib 3.7
* *
* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5) * Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
@ -34,8 +36,6 @@ int main(void)
const int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon"); InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
*
* Example complexity rating: [] 1/4
// Define texture coordinates to map our texture to poly // Define texture coordinates to map our texture to poly
Vector2 texcoords[MAX_POINTS] = { Vector2 texcoords[MAX_POINTS] = {