Merge pull request #314 from nounoursheureux/develop
Fix some typos (lenght -> length)
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83b4b13a2c
@ -3,11 +3,11 @@
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void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
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void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis,
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float rotationAngle, Color color); // Draw a circle in 3D world space
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void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
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void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
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void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
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void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
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void DrawCubeTexture(Texture2D texture, Vector3 position, float width,
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float height, float lenght, Color color); // Draw cube textured
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float height, float length, Color color); // Draw cube textured
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void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
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void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
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void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
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@ -69,7 +69,7 @@ static void GetShaderLightsLocations(Shader shader); // Get shader locations
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static void SetShaderLightsValues(Shader shader); // Set shader uniform values for lights
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// Vector3 math functions
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static float VectorLength(const Vector3 v); // Calculate vector lenght
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static float VectorLength(const Vector3 v); // Calculate vector length
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static void VectorNormalize(Vector3 *v); // Normalize provided vector
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static Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors
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@ -444,7 +444,7 @@ static void SetShaderLightsValues(Shader shader)
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}
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}
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// Calculate vector lenght
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// Calculate vector length
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float VectorLength(const Vector3 v)
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{
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float length;
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@ -124,7 +124,7 @@ RMDEF Vector2 Vector2Zero(void); // Vector with c
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RMDEF Vector2 Vector2One(void); // Vector with components value 1.0f
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RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2); // Add two vectors (v1 + v2)
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RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); // Subtract two vectors (v1 - v2)
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RMDEF float Vector2Lenght(Vector2 v); // Calculate vector lenght
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RMDEF float Vector2Length(Vector2 v); // Calculate vector length
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RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2); // Calculate two vectors dot product
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RMDEF float Vector2Distance(Vector2 v1, Vector2 v2); // Calculate distance between two vectors
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RMDEF float Vector2Angle(Vector2 v1, Vector2 v2); // Calculate angle between two vectors in X-axis
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@ -142,7 +142,7 @@ RMDEF Vector3 VectorAdd(Vector3 v1, Vector3 v2); // Add two vecto
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RMDEF Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors
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RMDEF Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product
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RMDEF Vector3 VectorPerpendicular(Vector3 v); // Calculate one vector perpendicular vector
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RMDEF float VectorLength(const Vector3 v); // Calculate vector lenght
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RMDEF float VectorLength(const Vector3 v); // Calculate vector length
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RMDEF float VectorDotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product
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RMDEF float VectorDistance(Vector3 v1, Vector3 v2); // Calculate distance between two points
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RMDEF void VectorScale(Vector3 *v, float scale); // Scale provided vector
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@ -236,8 +236,8 @@ RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
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return (Vector2){ v1.x - v2.x, v1.y - v2.y };
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}
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// Calculate vector lenght
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RMDEF float Vector2Lenght(Vector2 v)
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// Calculate vector length
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RMDEF float Vector2Length(Vector2 v)
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{
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return sqrtf((v.x*v.x) + (v.y*v.y));
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}
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@ -287,7 +287,7 @@ RMDEF void Vector2Divide(Vector2 *v, float div)
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// Normalize provided vector
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RMDEF void Vector2Normalize(Vector2 *v)
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{
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Vector2Divide(v, Vector2Lenght(*v));
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Vector2Divide(v, Vector2Length(*v));
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}
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//----------------------------------------------------------------------------------
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@ -348,7 +348,7 @@ RMDEF Vector3 VectorPerpendicular(Vector3 v)
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return result;
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}
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// Calculate vector lenght
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// Calculate vector length
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RMDEF float VectorLength(const Vector3 v)
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{
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return sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
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@ -2397,7 +2397,7 @@ static Image LoadASTC(const char *fileName)
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unsigned char blockZ; // Block Z dimensions (1 for 2D images)
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unsigned char width[3]; // Image width in pixels (24bit value)
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unsigned char height[3]; // Image height in pixels (24bit value)
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unsigned char lenght[3]; // Image Z-size (1 for 2D images)
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unsigned char length[3]; // Image Z-size (1 for 2D images)
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} ASTCHeader;
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Image image;
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