Renamed start, end arguments to a, b to avoid using Lua keyword end in argument names.
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@@ -1661,7 +1661,7 @@ int lmodelsCreateMaterial( lua_State *L ) {
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lua_pushnil( L );
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while ( lua_next( L, t4 ) != 0 ) {
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if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 && lua_isnumber( L, -1 ) ) {
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if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 && isValidTexture( L, lua_gettop( L ), true ) ) {
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state->materials[i]->maps[map].texture = uluaGetTexture( L, lua_gettop( L ) );
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}
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else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
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12
src/rmath.c
12
src/rmath.c
@@ -39,7 +39,7 @@ int lmathClamp( lua_State *L ) {
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}
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/*
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> result = RL.Lerp( float start, float end, float amount )
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> result = RL.Lerp( float a, float b, float amount )
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Calculate linear interpolation between two floats
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@@ -48,7 +48,7 @@ Calculate linear interpolation between two floats
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*/
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int lmathLerp( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.Lerp( float start, float end, float amount )" );
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.Lerp( float a, float b, float amount )" );
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lua_pushboolean( L, false );
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return 1;
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}
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@@ -62,7 +62,7 @@ int lmathLerp( lua_State *L ) {
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}
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/*
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> result = RL.Normalize( float value, float start, float end )
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> result = RL.Normalize( float value, float a, float b )
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Normalize input value within input range
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@@ -71,7 +71,7 @@ Normalize input value within input range
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*/
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int lmathNormalize( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.Normalize( float value, float start, float end )" );
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.Normalize( float value, float a, float b )" );
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lua_pushboolean( L, false );
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return 1;
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}
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@@ -404,7 +404,7 @@ int lmathVector2Angle( lua_State *L ) {
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}
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/*
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> result = RL.Vector2LineAngle( Vector2 start, Vector2 end )
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> result = RL.Vector2LineAngle( Vector2 a, Vector2 b )
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Calculate angle defined by a two vectors line.
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NOTE: Parameters need to be normalized.
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@@ -415,7 +415,7 @@ Current implementation should be aligned with glm::angle.
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*/
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int lmathVector2LineAngle( lua_State *L ) {
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if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.Vector2LineAngle( Vector2 start, Vector2 end )" );
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.Vector2LineAngle( Vector2 a, Vector2 b )" );
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lua_pushboolean( L, false );
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return 1;
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}
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@@ -1365,7 +1365,7 @@ int ltexturesImageDrawPixel( lua_State *L ) {
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}
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/*
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> success = RL.ImageDrawLine( Image dst, Vector2 start, Vector2 end, Color color )
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> success = RL.ImageDrawLine( Image dst, Vector2 a, Vector2 b, Color color )
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Draw line within an image
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@@ -1374,7 +1374,7 @@ Draw line within an image
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*/
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int ltexturesImageDrawLine( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 ) || !lua_istable( L, 4 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.ImageDrawLine( Image dst, Vector2 start, Vector2 end, Color color )" );
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.ImageDrawLine( Image dst, Vector2 a, Vector2 b, Color color )" );
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lua_pushboolean( L, false );
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return 1;
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}
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