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https://github.com/raysan5/raylib.git
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Remove trailing spaces
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@ -76,10 +76,10 @@ typedef struct {
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bool ourFullscreen; // Internal var to filter our handling of fullscreen vs the user handling of fullscreen
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int unmaximizedWidth; // Internal var to store the unmaximized window (canvas) width
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int unmaximizedHeight; // Internal var to store the unmaximized window (canvas) height
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char canvasId[64]; // Keep current canvas id where wasm app is running
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// NOTE: Useful when trying to run multiple wasms in different canvases in same webpage
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#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
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unsigned int *pixels; // Pointer to pixel data buffer (RGBA 32bit format)
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#endif
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@ -885,7 +885,7 @@ void SwapScreenBuffer(void)
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#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
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// Update framebuffer
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rlCopyFramebuffer(0, 0, CORE.Window.render.width, CORE.Window.render.height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, platform.pixels);
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// Copy framebuffer data into canvas
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EM_ASM({
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const width = $0;
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@ -1128,7 +1128,7 @@ void PollInputEvents(void)
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int InitPlatform(void)
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{
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SetCanvasIdJs(platform.canvasId, 64); // Get the current canvas id
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glfwSetErrorCallback(ErrorCallback);
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// Initialize GLFW internal global state
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@ -1200,8 +1200,8 @@ int InitPlatform(void)
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
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// Profiles Hint, only OpenGL 3.3 and above
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// Possible values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
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// glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
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}
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@ -1236,7 +1236,7 @@ int InitPlatform(void)
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// Init fullscreen toggle required var:
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platform.ourFullscreen = false;
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#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
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// Avoid creating a WebGL canvas, avoid calling glfwCreateWindow()
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emscripten_set_canvas_element_size(platform.canvasId, CORE.Window.screen.width, CORE.Window.screen.height);
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@ -1244,7 +1244,7 @@ int InitPlatform(void)
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const canvas = document.getElementById("canvas");
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Module.canvas = canvas;
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});
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// Load memory framebuffer with desired screen size
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// NOTE: Despite using a software framebuffer for blitting, GLFW still creates a WebGL canvas,
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// but it is not being used, on SwapScreenBuffer() the pure software renderer is used
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