Refactoring {0} to { 0 } to follow conventions

This commit is contained in:
maiconpintoabreu 2026-01-29 14:35:15 +00:00
commit 744b43fa39
2 changed files with 20 additions and 20 deletions

View file

@ -65,7 +65,7 @@ int main(void)
Shader shdrRaster = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
// Declare Struct used to store camera locs
RayLocs marchLocs = {0};
RayLocs marchLocs = { 0 };
// Fill the struct with shader locs
marchLocs.camPos = GetShaderLocation(shdrRaymarch, "camPos");

View file

@ -41,7 +41,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
// set up camera
Camera camera = {0};
Camera camera = { 0 };
camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
camera.up = (Vector3) {0.0f, 1.0f, 0.0f};