Review "aggregate initializations" #1403

This commit is contained in:
Ray 2020-10-05 20:04:33 +02:00
parent a8685ee4fd
commit a4ea9f872f
8 changed files with 10 additions and 10 deletions

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@ -31,7 +31,7 @@ int main(void)
camera.type = CAMERA_PERSPECTIVE;
// Generates some random columns
float heights[MAX_COLUMNS] = { 0.0f };
float heights[MAX_COLUMNS] = { 0 };
Vector3 positions[MAX_COLUMNS] = { 0 };
Color colors[MAX_COLUMNS] = { 0 };

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@ -28,7 +28,7 @@ int main(void)
Color ballColor = BEIGE;
int touchCounter = 0;
Vector2 touchPosition = { 0.0f };
Vector2 touchPosition = { 0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------

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@ -4337,7 +4337,7 @@ static const char **GuiTextSplit(const char *text, int *count, int *textRow)
// NOTE: Color data should be passed normalized
static Vector3 ConvertRGBtoHSV(Vector3 rgb)
{
Vector3 hsv = { 0.0f };
Vector3 hsv = { 0 };
float min = 0.0f;
float max = 0.0f;
float delta = 0.0f;
@ -4390,7 +4390,7 @@ static Vector3 ConvertRGBtoHSV(Vector3 rgb)
// NOTE: Color data should be passed normalized
static Vector3 ConvertHSVtoRGB(Vector3 hsv)
{
Vector3 rgb = { 0.0f };
Vector3 rgb = { 0 };
float hh = 0.0f, p = 0.0f, q = 0.0f, t = 0.0f, ff = 0.0f;
long i = 0;

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@ -39,7 +39,7 @@ int main()
SetCameraMode(camera, CAMERA_ORBITAL);
Vector3 cubePosition = { 0.0f };
Vector3 cubePosition = { 0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

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@ -40,7 +40,7 @@ int main()
SetCameraMode(camera, CAMERA_ORBITAL);
Vector3 cubePosition = { 0.0f };
Vector3 cubePosition = { 0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

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@ -407,8 +407,8 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float
newBody->id = newId;
newBody->enabled = true;
newBody->position = pos;
newBody->velocity = (Vector2){ 0.0f };
newBody->force = (Vector2){ 0.0f };
newBody->velocity = (Vector2){ 0.0f, 0.0f };
newBody->force = (Vector2){ 0.0f, 0.0f };
newBody->angularVelocity = 0.0f;
newBody->torque = 0.0f;
newBody->orient = 0.0f;

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@ -1328,7 +1328,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
// Returns a quaternion for a given rotation matrix
RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
{
Quaternion result = { 0.0f };
Quaternion result = { 0 };
if ((mat.m0 > mat.m5) && (mat.m0 > mat.m10))
{

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@ -3565,7 +3565,7 @@ Color ColorAlphaBlend(Color dst, Color src, Color tint)
Vector4 fdst = ColorNormalize(dst);
Vector4 fsrc = ColorNormalize(src);
Vector4 ftint = ColorNormalize(tint);
Vector4 fout = { 0.0f };
Vector4 fout = { 0 };
fout.w = fsrc.w + fdst.w*(1.0f - fsrc.w);