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REVIEWED: Make sure all variables are initialized on definition, prioritize one line per variable definitions
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@ -1727,7 +1727,8 @@ void ImageResizeNN(Image *image, int newWidth, int newHeight)
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int xRatio = (int)((image->width << 16)/newWidth) + 1;
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int yRatio = (int)((image->height << 16)/newHeight) + 1;
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int x2, y2;
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int x2 = 0;
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int y2 = 0;
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for (int y = 0; y < newHeight; y++)
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{
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for (int x = 0; x < newWidth; x++)
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@ -2488,8 +2489,13 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp)
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Color oldPixel = WHITE;
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Color newPixel = WHITE;
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int rError, gError, bError;
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unsigned short rPixel, gPixel, bPixel, aPixel; // Used for 16bit pixel composition
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int rError = 0;
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int gError = 0;
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int bError = 0;
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unsigned short rPixel = 0; // Used for 16bit pixel composition
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unsigned short gPixel = 0;
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unsigned short bPixel = 0;
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unsigned short aPixel = 0;
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#define MIN(a,b) (((a)<(b))?(a):(b))
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@ -4006,7 +4012,9 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color
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// [-] GetPixelColor(): Get Vector4 instead of Color, easier for ColorAlphaBlend()
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// [ ] TODO: Support 16bit and 32bit (float) channels drawing
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Color colSrc, colDst, blend;
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Color colSrc = { 0 };
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Color colDst = { 0 };
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Color blend = { 0 };
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bool blendRequired = true;
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// Fast path: Avoid blend if source has no alpha to blend
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@ -4681,17 +4689,23 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest,
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bottomBorder = patchHeight - topBorder;
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}
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Vector2 vertA, vertB, vertC, vertD;
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vertA.x = 0.0f; // outer left
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vertA.y = 0.0f; // outer top
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vertB.x = leftBorder; // inner left
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vertB.y = topBorder; // inner top
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vertC.x = patchWidth - rightBorder; // inner right
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vertC.y = patchHeight - bottomBorder; // inner bottom
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vertD.x = patchWidth; // outer right
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vertD.y = patchHeight; // outer bottom
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Vector2 vertA = { 0 };
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Vector2 vertB = { 0 };
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Vector2 vertC = { 0 };
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Vector2 vertD = { 0 };
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vertA.x = 0.0f; // Outer left
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vertA.y = 0.0f; // Outer top
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vertB.x = leftBorder; // Inner left
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vertB.y = topBorder; // Inner top
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vertC.x = patchWidth - rightBorder; // Inner right
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vertC.y = patchHeight - bottomBorder; // Inner bottom
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vertD.x = patchWidth; // Outer right
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vertD.y = patchHeight; // Outer bottom
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Vector2 coordA, coordB, coordC, coordD;
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Vector2 coordA = { 0 };
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Vector2 coordB = { 0 };
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Vector2 coordC = { 0 };
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Vector2 coordD = { 0 };
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coordA.x = nPatchInfo.source.x/width;
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coordA.y = nPatchInfo.source.y/height;
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coordB.x = (nPatchInfo.source.x + leftBorder)/width;
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@ -4907,7 +4921,9 @@ Vector3 ColorToHSV(Color color)
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{
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Vector3 hsv = { 0 };
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Vector3 rgb = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f };
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float min, max, delta;
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float min = 0.0f;
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float max = 0.0f;
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float delta = 0.0f;
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min = rgb.x < rgb.y? rgb.x : rgb.y;
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min = min < rgb.z? min : rgb.z;
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