REVIEWED: Comments for consistency and spelling

This commit is contained in:
Ray
2026-04-27 11:34:58 +02:00
parent 3b9ee2e9f3
commit 06621eb3b7
18 changed files with 89 additions and 88 deletions

View File

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