From c6b7f9c5b0ca62c7579da7c3da6614db2720264c Mon Sep 17 00:00:00 2001 From: Ray Date: Fri, 3 May 2019 15:55:24 +0200 Subject: [PATCH] Some minor comments --- src/core.c | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/core.c b/src/core.c index a5e9bd9a..def60d68 100644 --- a/src/core.c +++ b/src/core.c @@ -64,6 +64,7 @@ * * #define SUPPORT_HIGH_DPI * Allow scale all the drawn content to match the high-DPI equivalent size (only PLATFORM_DESKTOP) +* NOTE: This flag is forced on macOS, since most displays are high-DPI * * DEPENDENCIES: * rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD, OpenBSD, NetBSD, DragonFly) @@ -3046,6 +3047,7 @@ static void InitTimer(void) // NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could // take longer than expected... for that reason we use the busy wait loop // http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected +// http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32! static void Wait(float ms) { #if defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)