REVIEWED: Some comments (Code Gardening)

This commit is contained in:
Ray
2026-01-19 12:40:32 +01:00
parent a8c75f2bc5
commit 29896a2403
15 changed files with 130 additions and 131 deletions

View File

@ -1754,7 +1754,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
// This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData()
// It isn't clear which would be reliably faster in all cases and on all platforms,
// anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems
// no faster, since we're transferring all the transform matrices anyway
// no faster, since all the transform matrices are transferred anyway
instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false);
// Instances transformation matrices are sent to shader attribute location: SHADER_LOC_VERTEX_INSTANCE_TX
@ -4084,7 +4084,7 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
{
RayCollision collision = { 0 };
// Note: If ray.position is inside the box, the distance is negative (as if the ray was reversed)
// NOTE: If ray.position is inside the box, the distance is negative (as if the ray was reversed)
// Reversing ray.direction will give use the correct result
bool insideBox = (ray.position.x > box.min.x) && (ray.position.x < box.max.x) &&
(ray.position.y > box.min.y) && (ray.position.y < box.max.y) &&