From 10280c4b91871065ea2fc15a3f3e939820f3e0a0 Mon Sep 17 00:00:00 2001 From: Ray Date: Wed, 7 Sep 2016 23:14:16 +0200 Subject: [PATCH] Some code tweaks --- src/rlgl.c | 6 +++--- src/textures.c | 3 ++- 2 files changed, 5 insertions(+), 4 deletions(-) diff --git a/src/rlgl.c b/src/rlgl.c index 1b3d9898..518f2a66 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -337,7 +337,7 @@ static int screenHeight; // Default framebuffer height // Lighting data static Light lights[MAX_LIGHTS]; // Lights pool static int lightsCount = 0; // Enabled lights counter -static int lightsLocs[MAX_LIGHTS][8]; // 8 possible location points per light: +static int lightsLocs[MAX_LIGHTS][8]; // Lights location points in shader: 8 possible points per light: // enabled, type, position, target, radius, diffuse, intensity, coneAngle //---------------------------------------------------------------------------------- @@ -3713,7 +3713,7 @@ static void SetShaderLightsValues(Shader shader) } break; case LIGHT_DIRECTIONAL: { - Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; + Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position); VectorNormalize(&direction); glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); } break; @@ -3721,7 +3721,7 @@ static void SetShaderLightsValues(Shader shader) { glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); - Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; + Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position); VectorNormalize(&direction); glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); diff --git a/src/textures.c b/src/textures.c index 87ac1f85..5186c0ba 100644 --- a/src/textures.c +++ b/src/textures.c @@ -677,7 +677,8 @@ void ImageFormat(Image *image, int newFormat) } // Apply alpha mask to image -// NOTE: alphaMask must be should be same size as image +// NOTE 1: Returned image is RGBA - 32bit +// NOTE 2: alphaMask should be same size as image void ImageAlphaMask(Image *image, Image alphaMask) { if (image->format >= COMPRESSED_DXT1_RGB)