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REVIEWED: Comments for consistency and spelling
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22
src/rcore.c
22
src/rcore.c
@ -869,14 +869,14 @@ bool IsCursorOnScreen(void)
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// Module Functions Definition: Screen Drawing
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//----------------------------------------------------------------------------------
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// Set background color (framebuffer clear color)
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// Clear background (framebuffer) to color
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void ClearBackground(Color color)
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{
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rlClearColor(color.r, color.g, color.b, color.a); // Set clear color
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rlClearScreenBuffers(); // Clear current framebuffers
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}
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// Setup canvas (framebuffer) to start drawing
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// Begin canvas (framebuffer) drawing
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void BeginDrawing(void)
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{
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// WARNING: Previously to BeginDrawing() other render textures drawing could happen,
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@ -893,7 +893,7 @@ void BeginDrawing(void)
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// NOTE: Not required with OpenGL 3.3+
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}
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// End canvas drawing and swap buffers (double buffering)
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// End canvas (framebuffer) drawing and swap buffers (double buffering)
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void EndDrawing(void)
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{
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rlDrawRenderBatchActive(); // Update and draw internal render batch
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@ -949,7 +949,7 @@ void BeginMode2D(Camera2D camera)
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rlMultMatrixf(MatrixToFloat(GetCameraMatrix2D(camera)));
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}
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// Ends 2D mode with custom camera
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// End 2D mode with custom camera
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void EndMode2D(void)
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{
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rlDrawRenderBatchActive(); // Update and draw internal render batch
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@ -998,7 +998,7 @@ void BeginMode3D(Camera camera)
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rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
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}
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// Ends 3D mode and returns to default 2D orthographic mode
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// End 3D mode and returns to default 2D orthographic mode
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void EndMode3D(void)
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{
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rlDrawRenderBatchActive(); // Update and draw internal render batch
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@ -1045,7 +1045,7 @@ void BeginTextureMode(RenderTexture2D target)
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CORE.Window.usingFbo = true;
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}
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// Ends drawing to render texture
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// End drawing to render texture
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void EndTextureMode(void)
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{
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rlDrawRenderBatchActive(); // Update and draw internal render batch
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@ -1514,7 +1514,7 @@ Matrix GetCameraMatrix2D(Camera2D camera)
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return matTransform;
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}
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// Get the screen space position from a 3d world space position
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// Get screen space position from a 3d world space position
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Vector2 GetWorldToScreen(Vector3 position, Camera camera)
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{
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Vector2 screenPosition = GetWorldToScreenEx(position, camera, GetScreenWidth(), GetScreenHeight());
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@ -1522,7 +1522,7 @@ Vector2 GetWorldToScreen(Vector3 position, Camera camera)
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return screenPosition;
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}
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// Get size position for a 3d world space position (useful for texture drawing)
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// Get sized screen space position for a 3d world space position (useful for texture drawing)
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Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height)
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{
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// Calculate projection matrix (from perspective instead of frustum
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@ -1564,7 +1564,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
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return screenPosition;
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}
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// Get the screen space position for a 2d camera world space position
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// Get screen space position for a 2d camera world space position
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Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
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{
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Matrix matCamera = GetCameraMatrix2D(camera);
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@ -1573,7 +1573,7 @@ Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
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return (Vector2){ transform.x, transform.y };
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}
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// Get the world space position for a 2d camera screen space position
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// Get world space position for a 2d camera screen space position
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Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
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{
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Matrix invMatCamera = MatrixInvert(GetCameraMatrix2D(camera));
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@ -1853,7 +1853,7 @@ void TakeScreenshot(const char *fileName)
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#endif
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}
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// Setup window configuration flags (view FLAGS)
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// Set up window configuration flags (view FLAGS)
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// NOTE: This function is expected to be called before window creation,
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// because it sets up some flags for the window creation process
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// To configure window states after creation, use SetWindowState()
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