Corrected timing typo
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@ -43,7 +43,7 @@ Detailed changes:
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[core] RENAMED: struct SpriteFont to Font -> plus all required functions!
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[core] RENAMED: enum TextureFormat to PixelFormat
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[core] REVIEWED: Rectangle params int to float
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[core] REVIEWED: timming system for macOS
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[core] REVIEWED: timing system for macOS
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[core] REMOVED: ColorToFloat()
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[core] ADDED: GetCurrentTime() on macOS
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[core] ADDED: GetTime()
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@ -115,7 +115,7 @@ Detailed changes:
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[raymath] ADDED: Vector3RotateByQuaternion()
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[raymath] REVIEWED: math usage to reduce temp variables
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[raymath] REVIEWED: Avoid pointer-based parameters for API consistency
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[physac] REVIEWED: physac.h timming system
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[physac] REVIEWED: physac.h timing system
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[examples] Replaced dwarf model by brand new 3d assets: 3d medieval buildings
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[examples] Assets cleaning and some replacements
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[games] ADDED: GGJ18 game - transmission mission
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@ -238,7 +238,7 @@ other changes:
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[core] Added function: GetWorkingDirectory(), get current working directory
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[core] Added function: ChangeDirectory(), change working directory
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[core] Added function: TraceLog(), made public to API
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[core] Improved timming system to avoid busy wait loop on frame sync: Wait()
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[core] Improved timing system to avoid busy wait loop on frame sync: Wait()
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[core] Added support for gamepad on HTML5 platform
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[core] Support mouse lock, useful for camera system
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[core] Review functions description comments
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@ -752,7 +752,7 @@ Release: raylib 1.0.0 (18 November 2013)
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-----------------------------------------------
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* Initial version
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* 6 Modules provided:
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- core: basic window/context creation functions, input management, timming functions
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- core: basic window/context creation functions, input management, timing functions
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- shapes: basic shapes drawing functions
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- textures: image data loading and conversion to OpenGL textures
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- text: text drawing, sprite fonts loading, default font loading
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@ -178,7 +178,7 @@ New [examples](http://www.raylib.com/examples.html) and [sample games](http://ww
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Improved library consistency and organization in general. Functions and parameters have been renamed, some parts of the library have been cleaned and simplyfied, some functions has been moved to examples (lighting, Oculus Rift CV1 support) towards a more generic library implementation. Lots of hours have been invested in this process...
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Some other features: Gamepad support on HTML5, RPI touch screen support, 32bit audio support, frames timming improvements, public log system, rres file format support, automatic GIF recording...
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Some other features: Gamepad support on HTML5, RPI touch screen support, 32bit audio support, frames timing improvements, public log system, rres file format support, automatic GIF recording...
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And here it is another version of **raylib, a simple and easy-to-use library to learn videogames programming**. Enjoy it.
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@ -173,7 +173,7 @@
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</Overload>
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</KeyWord>
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<!-- Timming-related functions -->
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<!-- Timing-related functions -->
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<KeyWord name="SetTargetFPS" func="yes">
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<Overload retVal="void" descr="Set target FPS (maximum)">
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<Param name="int fps" />
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@ -138,7 +138,7 @@
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</Overload>
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</KeyWord>
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<!-- Timming-related functions -->
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<!-- Timing-related functions -->
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<KeyWord name="SetTargetFPS" func="yes">
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<Overload retVal="void" descr="Set target FPS (maximum)">
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<Param name="int fps" />
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@ -41,7 +41,7 @@ RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a r
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RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
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RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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// Timming-related functions
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// Timing-related functions
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RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
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RLAPI int GetFPS(void); // Returns current FPS
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RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
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@ -779,7 +779,7 @@ RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a r
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RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
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RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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// Timming-related functions
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// Timing-related functions
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RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
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RLAPI int GetFPS(void); // Returns current FPS
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RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
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@ -784,7 +784,7 @@ RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a r
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RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
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RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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// Timming-related functions
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// timing-related functions
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RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
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RLAPI int GetFPS(void); // Returns current FPS
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RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
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