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REVIEWED: <name>Count for consistency
Following english rules, it should be singular name before Count.
This commit is contained in:
24
src/shapes.c
24
src/shapes.c
@ -190,16 +190,16 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl
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}
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// Draw lines sequence
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void DrawLineStrip(Vector2 *points, int pointsCount, Color color)
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void DrawLineStrip(Vector2 *points, int pointCount, Color color)
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{
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if (pointsCount >= 2)
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if (pointCount >= 2)
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{
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rlCheckRenderBatchLimit(pointsCount);
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rlCheckRenderBatchLimit(pointCount);
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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for (int i = 0; i < pointsCount - 1; i++)
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for (int i = 0; i < pointCount - 1; i++)
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{
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rlVertex2f(points[i].x, points[i].y);
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rlVertex2f(points[i + 1].x, points[i + 1].y);
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@ -1318,17 +1318,17 @@ void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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// Draw a triangle fan defined by points
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// NOTE: First vertex provided is the center, shared by all triangles
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// By default, following vertex should be provided in counter-clockwise order
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void DrawTriangleFan(Vector2 *points, int pointsCount, Color color)
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void DrawTriangleFan(Vector2 *points, int pointCount, Color color)
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{
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if (pointsCount >= 3)
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if (pointCount >= 3)
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{
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rlCheckRenderBatchLimit((pointsCount - 2)*4);
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rlCheckRenderBatchLimit((pointCount - 2)*4);
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rlSetTexture(texShapes.id);
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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for (int i = 1; i < pointsCount - 1; i++)
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for (int i = 1; i < pointCount - 1; i++)
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{
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rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
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rlVertex2f(points[0].x, points[0].y);
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@ -1349,16 +1349,16 @@ void DrawTriangleFan(Vector2 *points, int pointsCount, Color color)
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// Draw a triangle strip defined by points
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// NOTE: Every new vertex connects with previous two
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void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color)
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void DrawTriangleStrip(Vector2 *points, int pointCount, Color color)
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{
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if (pointsCount >= 3)
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if (pointCount >= 3)
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{
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rlCheckRenderBatchLimit(3*(pointsCount - 2));
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rlCheckRenderBatchLimit(3*(pointCount - 2));
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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for (int i = 2; i < pointsCount; i++)
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for (int i = 2; i < pointCount; i++)
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{
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if ((i%2) == 0)
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{
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