void vg_update_inputs(void)
{
if( !glfwGetGamepadState( GLFW_JOYSTICK_1, &vg.gamepad) )
+ {
vg.gamepad_ready = 0;
+ vg.gamepad.axes[ GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER ] = -1.0f;
+ vg.gamepad.axes[ GLFW_GAMEPAD_AXIS_LEFT_TRIGGER ] = -1.0f;
+ }
/* Update button inputs */
for( int i = 0; i < vg_list_size( vg_button_binds ); i ++ )