Minor format tweaks
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@ -17,8 +17,8 @@
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*
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* - Functions are always self-contained, no function use another raymath function inside,
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* required code is directly re-implemented inside
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* - Functions input parameters are always received by value
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* - Functions use always a "result" variable for return
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* - Functions input parameters are always received by value (2 unavoidable exceptions)
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* - Functions use always a "result" anmed variable for return
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* - Functions are always defined inline
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* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
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*
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@ -2519,6 +2519,8 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
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// Calculate view matrix from camera look at (and transpose it)
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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// TODO: Why not use Vector3Transform(Vector3 v, Matrix mat)?
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// Convert world position vector to quaternion
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Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
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@ -111,9 +111,9 @@
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#if defined(_WIN32)
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#if defined(BUILD_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
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#define RLAPI __declspec(dllexport) // We are building rlgl as a Win32 shared library (.dll)
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#elif defined(USE_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
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#define RLAPI __declspec(dllimport) // We are using rlgl as a Win32 shared library (.dll)
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#endif
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#endif
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