Minor format tweaks

This commit is contained in:
Ray 2021-10-03 12:09:59 +02:00
parent 239c37246a
commit f869229b7f
7 changed files with 27 additions and 25 deletions

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@ -1300,7 +1300,7 @@ RLAPI Vector3 ColorToHSV(Color color); // G
RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format

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@ -17,8 +17,8 @@
*
* - Functions are always self-contained, no function use another raymath function inside,
* required code is directly re-implemented inside
* - Functions input parameters are always received by value
* - Functions use always a "result" variable for return
* - Functions input parameters are always received by value (2 unavoidable exceptions)
* - Functions use always a "result" anmed variable for return
* - Functions are always defined inline
* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
*

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@ -2519,6 +2519,8 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
// Calculate view matrix from camera look at (and transpose it)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
// TODO: Why not use Vector3Transform(Vector3 v, Matrix mat)?
// Convert world position vector to quaternion
Quaternion worldPos = { position.x, position.y, position.z, 1.0f };

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@ -111,9 +111,9 @@
#if defined(_WIN32)
#if defined(BUILD_LIBTYPE_SHARED)
#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
#define RLAPI __declspec(dllexport) // We are building rlgl as a Win32 shared library (.dll)
#elif defined(USE_LIBTYPE_SHARED)
#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
#define RLAPI __declspec(dllimport) // We are using rlgl as a Win32 shared library (.dll)
#endif
#endif