Add SurfaceFlags, and more formatting :)
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This commit is contained in:
2026-05-24 18:03:08 -05:00
parent d3ea4e5e99
commit bd3dd8f523
38 changed files with 716 additions and 1295 deletions
+3 -7
View File
@@ -73,9 +73,7 @@ static float glm_vec3_norm(vec3 v)
static void glm_vec3_normalize(vec3 v)
{
float norm;
norm = glm_vec3_norm(v);
float norm = glm_vec3_norm(v);
if (norm == 0.0f)
{
@@ -107,12 +105,10 @@ static void glm_perspective(
float farVal,
mat4 dest)
{
float f, fn;
glm_mat4_zero(dest);
f = 1.0f / tanf(fovy * 0.5f);
fn = 1.0f / (nearVal - farVal);
float f = 1.0f / tanf(fovy * 0.5f);
float fn = 1.0f / (nearVal - farVal);
dest[0][0] = f / aspect;
dest[1][1] = f;
+1 -2
View File
@@ -238,7 +238,6 @@ static GLuint shader_compile(const char *shaderContents, size_t shaderContentsLe
static GLuint shader_load(const char *shaderContents)
{
GLuint result;
GLuint vert = shader_compile(shaderContents, strlen(shaderContents), GL_VERTEX_SHADER);
GLuint frag = shader_compile(shaderContents, strlen(shaderContents), GL_FRAGMENT_SHADER);
@@ -249,7 +248,7 @@ static GLuint shader_load(const char *shaderContents)
glLinkProgram(ref);
glDetachShader(ref, vert);
glDetachShader(ref, frag);
result = ref;
GLuint result = ref;
return result;
}