WARNING: **NEW** raylib code CONVENTION: Comments do not end with '.'

This commit is contained in:
Ray
2025-08-07 18:23:20 +02:00
parent 6792e6e2dd
commit 570082deba
55 changed files with 210 additions and 208 deletions

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@ -16,13 +16,13 @@
********************************************************************************************
*
* Mixes raylib and plain OpenGL code to draw a GL_POINTS based particle system. The
* primary point is to demonstrate raylib and OpenGL interop.
* primary point is to demonstrate raylib and OpenGL interop
*
* rlgl batched draw operations internally so we have to flush the current batch before
* doing our own OpenGL work (rlDrawRenderBatchActive()).
* doing our own OpenGL work (rlDrawRenderBatchActive())
*
* The example also demonstrates how to get the current model view projection matrix of
* raylib. That way raylib cameras and so on work as expected.
* raylib. That way raylib cameras and so on work as expected
*
********************************************************************************************/
@ -87,13 +87,13 @@ int main(void)
particles[i].x = (float)GetRandomValue(20, screenWidth - 20);
particles[i].y = (float)GetRandomValue(50, screenHeight - 20);
// Give each particle a slightly different period. But don't spread it to much.
// This way the particles line up every so often and you get a glimps of what is going on.
// Give each particle a slightly different period. But don't spread it to much
// This way the particles line up every so often and you get a glimps of what is going on
particles[i].period = (float)GetRandomValue(10, 30)/10.0f;
}
// Create a plain OpenGL vertex buffer with the data and an vertex array object
// that feeds the data from the buffer into the vertexPosition shader attribute.
// that feeds the data from the buffer into the vertexPosition shader attribute
GLuint vao = 0;
GLuint vbo = 0;
glGenVertexArrays(1, &vao);