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refactor (reduction)
[carveJwlIkooP6JGAAIwe30JlM.git]
/
world_sfd.c
diff --git
a/world_sfd.c
b/world_sfd.c
index a5ba3f6d82981fa6103fc51b2546a6118ef6f8e6..d960b0d54ad5a4221c8d69c0e0f1a39e3be16542 100644
(file)
--- a/
world_sfd.c
+++ b/
world_sfd.c
@@
-39,7
+39,7
@@
static f32 sfd_encode_glyph( char c )
return (float)value;
}
return (float)value;
}
-
VG_STATIC
void sfd_encode( u32 row, const char *str )
+
static
void sfd_encode( u32 row, const char *str )
{
int end=0;
u32 row_h = world_sfd.h -1 -row;
{
int end=0;
u32 row_h = world_sfd.h -1 -row;
@@
-59,7
+59,7
@@
VG_STATIC void sfd_encode( u32 row, const char *str )
}
}
}
}
-
VG_STATIC
void world_sfd_update( world_instance *world, v3f pos ){
+
static
void world_sfd_update( world_instance *world, v3f pos ){
if( mdl_arrcount( &world->ent_route ) ){
u32 closest = 0;
float min_dist = INFINITY;
if( mdl_arrcount( &world->ent_route ) ){
u32 closest = 0;
float min_dist = INFINITY;
@@
-113,8
+113,8
@@
VG_STATIC void world_sfd_update( world_instance *world, v3f pos ){
}
}
}
}
-
VG_STATIC
void bind_terrain_noise(void);
-
VG_STATIC
void sfd_render( world_instance *world, camera *cam, m4x3f transform )
+
static
void bind_terrain_noise(void);
+
static
void sfd_render( world_instance *world, camera *cam, m4x3f transform )
{
mesh_bind( &world_sfd.mesh_display );
shader_scene_scoretext_use();
{
mesh_bind( &world_sfd.mesh_display );
shader_scene_scoretext_use();
@@
-173,7
+173,7
@@
VG_STATIC void sfd_render( world_instance *world, camera *cam, m4x3f transform )
mdl_draw_submesh( &world_sfd.sm_base );
}
mdl_draw_submesh( &world_sfd.sm_base );
}
-
VG_STATIC
int world_sfd_test( int argc, const char *argv[] )
+
static
int world_sfd_test( int argc, const char *argv[] )
{
if( argc == 2 ){
int row = vg_min( vg_max(atoi(argv[0]),0), world_sfd.h);
{
if( argc == 2 ){
int row = vg_min( vg_max(atoi(argv[0]),0), world_sfd.h);
@@
-183,7
+183,7
@@
VG_STATIC int world_sfd_test( int argc, const char *argv[] )
return 0;
}
return 0;
}
-
VG_STATIC
void world_sfd_init(void)
+
static
void world_sfd_init(void)
{
vg_info( "world_sfd_init\n" );
shader_scene_scoretext_register();
{
vg_info( "world_sfd_init\n" );
shader_scene_scoretext_register();