REVIEWED: <name>Count for consistency

Following english rules, it should be singular name before Count.
This commit is contained in:
Ray
2021-09-01 23:09:30 +02:00
parent e8fa7ceb79
commit a0f8682905
6 changed files with 178 additions and 179 deletions

View File

@ -190,16 +190,16 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl
}
// Draw lines sequence
void DrawLineStrip(Vector2 *points, int pointsCount, Color color)
void DrawLineStrip(Vector2 *points, int pointCount, Color color)
{
if (pointsCount >= 2)
if (pointCount >= 2)
{
rlCheckRenderBatchLimit(pointsCount);
rlCheckRenderBatchLimit(pointCount);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < pointsCount - 1; i++)
for (int i = 0; i < pointCount - 1; i++)
{
rlVertex2f(points[i].x, points[i].y);
rlVertex2f(points[i + 1].x, points[i + 1].y);
@ -1318,17 +1318,17 @@ void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
// Draw a triangle fan defined by points
// NOTE: First vertex provided is the center, shared by all triangles
// By default, following vertex should be provided in counter-clockwise order
void DrawTriangleFan(Vector2 *points, int pointsCount, Color color)
void DrawTriangleFan(Vector2 *points, int pointCount, Color color)
{
if (pointsCount >= 3)
if (pointCount >= 3)
{
rlCheckRenderBatchLimit((pointsCount - 2)*4);
rlCheckRenderBatchLimit((pointCount - 2)*4);
rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 1; i < pointsCount - 1; i++)
for (int i = 1; i < pointCount - 1; i++)
{
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(points[0].x, points[0].y);
@ -1349,16 +1349,16 @@ void DrawTriangleFan(Vector2 *points, int pointsCount, Color color)
// Draw a triangle strip defined by points
// NOTE: Every new vertex connects with previous two
void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color)
void DrawTriangleStrip(Vector2 *points, int pointCount, Color color)
{
if (pointsCount >= 3)
if (pointCount >= 3)
{
rlCheckRenderBatchLimit(3*(pointsCount - 2));
rlCheckRenderBatchLimit(3*(pointCount - 2));
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 2; i < pointsCount; i++)
for (int i = 2; i < pointCount; i++)
{
if ((i%2) == 0)
{