Formating review, using imperative mode in comments

This commit is contained in:
Ray
2026-03-03 22:40:34 +01:00
parent bf830c3f7b
commit b4746469d4
18 changed files with 164 additions and 161 deletions

View File

@ -2982,7 +2982,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
{
// Activate elements VAO
if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId);
// TODO: If no data changed on the CPU arrays there is no need to re-upload data to GPU,
// a flag can be used to detect changes but it would imply keeping a copy buffer and memcmp() both, does it worth it?
@ -3257,6 +3257,7 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format,
#if defined(GRAPHICS_API_OPENGL_11)
if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
{
// TODO: Support texture data decompression
TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
return id;
}
@ -3828,8 +3829,8 @@ unsigned int rlLoadFramebuffer(void)
if (!isGpuReady) { TRACELOG(RL_LOG_WARNING, "GL: GPU is not ready to load data, trying to load before InitWindow()?"); return fboId; }
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
glGenFramebuffers(1, &fboId); // Create the framebuffer object
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
glGenFramebuffers(1, &fboId); // Create the framebuffer object
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer
#endif
return fboId;
@ -4744,7 +4745,7 @@ Matrix rlGetMatrixTransform(void)
// TODO: Consider possible transform matrices in the RLGL.State.stack
//Matrix matStackTransform = rlMatrixIdentity();
//for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform);
mat = RLGL.State.transform;
#endif
return mat;