shithub: tinygl

Download patch

ref: ae22b98cfa98bd66b8e89101b4c15f5dff33c1e7
parent: 3201b4c5faf9949c1a4e655d4894c8cc4353869e
author: MHS <gek@katherine>
date: Mon Apr 5 13:05:37 EDT 2021

Automatic commit.

--- a/SDL_Examples/gears.c
+++ b/SDL_Examples/gears.c
@@ -66,12 +66,13 @@
 	glNormal3f(0.0, 0.0, 1.0);
 
 	/* draw front face */
-if(override_drawmodes == 1)
-	glBegin(GL_LINES);
-else if (override_drawmodes == 2)
-	glBegin(GL_POINTS);
-else
-	{glBegin(GL_QUAD_STRIP);}
+	if (override_drawmodes == 1)
+		glBegin(GL_LINES);
+	else if (override_drawmodes == 2)
+		glBegin(GL_POINTS);
+	else {
+		glBegin(GL_QUAD_STRIP);
+	}
 	for (i = 0; i <= teeth; i++) {
 		angle = i * 2.0 * M_PI / teeth;
 		glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
@@ -82,7 +83,7 @@
 	glEnd();
 
 	/* draw front sides of teeth */
-	if(override_drawmodes == 1)
+	if (override_drawmodes == 1)
 		glBegin(GL_LINES);
 	else if (override_drawmodes == 2)
 		glBegin(GL_POINTS);
@@ -102,7 +103,7 @@
 	glNormal3f(0.0, 0.0, -1.0);
 
 	/* draw back face */
-	if(override_drawmodes == 1)
+	if (override_drawmodes == 1)
 		glBegin(GL_LINES);
 	else if (override_drawmodes == 2)
 		glBegin(GL_POINTS);
@@ -118,7 +119,7 @@
 	glEnd();
 
 	/* draw back sides of teeth */
-	if(override_drawmodes == 1)
+	if (override_drawmodes == 1)
 		glBegin(GL_LINES);
 	else if (override_drawmodes == 2)
 		glBegin(GL_POINTS);
@@ -136,7 +137,7 @@
 	glEnd();
 
 	/* draw outward faces of teeth */
-	if(override_drawmodes == 1)
+	if (override_drawmodes == 1)
 		glBegin(GL_LINES);
 	else if (override_drawmodes == 2)
 		glBegin(GL_POINTS);
@@ -171,9 +172,8 @@
 
 	glEnd();
 
-
 	/* draw inside radius cylinder */
-	if(override_drawmodes == 1)
+	if (override_drawmodes == 1)
 		glBegin(GL_LINES);
 	else if (override_drawmodes == 2)
 		glBegin(GL_POINTS);
@@ -197,7 +197,7 @@
 	glPushMatrix();
 	glRotatef(view_rotx, 1.0, 0.0, 0.0);
 	glRotatef(view_roty, 0.0, 1.0, 0.0);
-	//glRotatef( view_rotz, 0.0, 0.0, 1.0 );
+	// glRotatef( view_rotz, 0.0, 0.0, 1.0 );
 
 	glPushMatrix();
 	glTranslatef(-3.0, -2.0, 0.0);
@@ -223,7 +223,7 @@
 void initScene() {
 	// static GLfloat pos[4] = {0.408248290463863, 0.408248290463863, 0.816496580927726, 0.0 }; //Light at infinity.
 	static GLfloat pos[4] = {5, 5, 10, 0.0}; // Light at infinity.
-	//static GLfloat pos[4] = {5, 5, -10, 0.0}; // Light at infinity.
+	// static GLfloat pos[4] = {5, 5, -10, 0.0}; // Light at infinity.
 
 	static GLfloat red[4] = {1.0, 0.0, 0.0, 0.0};
 	static GLfloat green[4] = {0.0, 1.0, 0.0, 0.0};
@@ -233,15 +233,14 @@
 	glLightfv(GL_LIGHT0, GL_POSITION, pos);
 	glLightfv(GL_LIGHT0, GL_DIFFUSE, white);
 	// glLightfv( GL_LIGHT0, GL_AMBIENT, white);
-	glLightfv( GL_LIGHT0, GL_SPECULAR, white);
+	glLightfv(GL_LIGHT0, GL_SPECULAR, white);
 	glEnable(GL_CULL_FACE);
-	
+
 	glEnable(GL_LIGHT0);
-	//glEnable(GL_DEPTH_TEST);
-	
+	// glEnable(GL_DEPTH_TEST);
 
 	glEnable(GL_POLYGON_STIPPLE);
-//	glDisable(GL_POLYGON_STIPPLE);
+	//	glDisable(GL_POLYGON_STIPPLE);
 	glPolygonStipple(stipplepattern);
 	glPointSize(10.0f);
 	glTextSize(GL_TEXT_SIZE24x24);
@@ -292,26 +291,26 @@
 				winSizeY = atoi(argv[i]);
 			if (!strcmp(larg, "-fps"))
 				fps = strtoull(argv[i], 0, 10);
-			if (!strcmp(argv[i],"-flat"))
+			if (!strcmp(argv[i], "-flat"))
 				flat = 1;
-			if (!strcmp(argv[i],"-smooth"))
+			if (!strcmp(argv[i], "-smooth"))
 				flat = 0;
-			if (!strcmp(argv[i],"-blend"))
+			if (!strcmp(argv[i], "-blend"))
 				blending = 1;
-			if (!strcmp(argv[i],"-nospecular"))
+			if (!strcmp(argv[i], "-nospecular"))
 				setenspec = 0;
-			if (!strcmp(argv[i],"-lines"))
+			if (!strcmp(argv[i], "-lines"))
 				override_drawmodes = 1;
-			if (!strcmp(argv[i],"-points"))
+			if (!strcmp(argv[i], "-points"))
 				override_drawmodes = 2;
-			if (!strcmp(argv[i],"-nosdl"))
+			if (!strcmp(argv[i], "-nosdl"))
 				noSDL = 1;
-			if (!strcmp(argv[i],"-notext"))
+			if (!strcmp(argv[i], "-notext"))
 				dotext = 0;
 			larg = argv[i];
 		}
 	}
-	if(!noSDL){
+	if (!noSDL) {
 #ifdef PLAY_MUSIC
 		if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
 #else
@@ -320,17 +319,19 @@
 			fprintf(stderr, "ERROR: cannot initialize SDL video.\n");
 			return 1;
 		}
-	} else if(SDL_Init(0) < 0) fprintf(stderr, "ERROR: cannot initialize SDL without video.\n");
+	} else if (SDL_Init(0) < 0)
+		fprintf(stderr, "ERROR: cannot initialize SDL without video.\n");
 #ifdef PLAY_MUSIC
-	if(!noSDL) ainit(0);
+	if (!noSDL)
+		ainit(0);
 #endif
 	SDL_Surface* screen = NULL;
-	if(!noSDL)
-	if ((screen = SDL_SetVideoMode(winSizeX, winSizeY, TGL_FEATURE_RENDER_BITS, SDL_SWSURFACE)) == 0) {
-		fprintf(stderr, "ERROR: Video mode set failed.\n");
-		return 1;
-	}
-	if(!noSDL){
+	if (!noSDL)
+		if ((screen = SDL_SetVideoMode(winSizeX, winSizeY, TGL_FEATURE_RENDER_BITS, SDL_SWSURFACE)) == 0) {
+			fprintf(stderr, "ERROR: Video mode set failed.\n");
+			return 1;
+		}
+	if (!noSDL) {
 		printf("\nRMASK IS %u", screen->format->Rmask);
 		printf("\nGMASK IS %u", screen->format->Gmask);
 		printf("\nBMASK IS %u", screen->format->Bmask);
@@ -337,14 +338,14 @@
 		printf("\nAMASK IS %u", screen->format->Amask);
 	}
 #if TGL_FEATURE_RENDER_BITS == 32
-	if(!noSDL)
-	if (screen->format->Rmask != 0x00FF0000 || screen->format->Gmask != 0x0000FF00 || screen->format->Bmask != 0x000000FF) {
-		needsRGBAFix = 1;
-		printf("\nYour screen is using an RGBA output different than this library expects.");
-		printf("\nYou should consider using the 16 bit version for optimal performance");
-	}
+	if (!noSDL)
+		if (screen->format->Rmask != 0x00FF0000 || screen->format->Gmask != 0x0000FF00 || screen->format->Bmask != 0x000000FF) {
+			needsRGBAFix = 1;
+			printf("\nYour screen is using an RGBA output different than this library expects.");
+			printf("\nYou should consider using the 16 bit version for optimal performance");
+		}
 #endif
-	if(!noSDL){
+	if (!noSDL) {
 		printf("\nRSHIFT IS %u", screen->format->Rshift);
 		printf("\nGSHIFT IS %u", screen->format->Gshift);
 		printf("\nBSHIFT IS %u", screen->format->Bshift);
@@ -352,76 +353,85 @@
 	}
 	fflush(stdout);
 #ifdef PLAY_MUSIC
-	
+
 	track* myTrack = NULL;
-	if(!noSDL) myTrack = lmus("WWGW.mp3");
-	if(!noSDL) mplay(myTrack, -1, 1000);
+	if (!noSDL)
+		myTrack = lmus("WWGW.mp3");
+	if (!noSDL)
+		mplay(myTrack, -1, 1000);
 #endif
-	if(!noSDL) SDL_ShowCursor(SDL_DISABLE);
-	if(!noSDL) SDL_WM_SetCaption(argv[0], 0);
+	if (!noSDL)
+		SDL_ShowCursor(SDL_DISABLE);
+	if (!noSDL)
+		SDL_WM_SetCaption(argv[0], 0);
 
 	// initialize TinyGL:
 	// unsigned int pitch;
-	//int mode;
-	if(!noSDL)
-	switch (screen->format->BitsPerPixel) {
-	case 8:
-		fprintf(stderr, "ERROR: Palettes are currently not supported.\n");
-		fprintf(stderr, "\nUnsupported by maintainer!!!");
-		return 1;
-	case 16:
-		// pitch = screen->pitch;
-		// fprintf(stderr,"\nUnsupported by maintainer!!!");
-		//mode = ZB_MODE_5R6G5B;
-		// return 1;
-		break;
-	case 24:
-		// pitch = ( screen->pitch * 2 ) / 3;
-		fprintf(stderr, "\nUnsupported by maintainer!!!");
-		//mode = ZB_MODE_RGB24;
-		return 1;
-		break;
-	case 32:
-		// pitch = screen->pitch / 2;
-		//mode = ZB_MODE_RGBA;
-		break;
-	default:
-		return 1;
-		break;
-	}
+	// int mode;
+	if (!noSDL)
+		switch (screen->format->BitsPerPixel) {
+		case 8:
+			fprintf(stderr, "ERROR: Palettes are currently not supported.\n");
+			fprintf(stderr, "\nUnsupported by maintainer!!!");
+			return 1;
+		case 16:
+			// pitch = screen->pitch;
+			// fprintf(stderr,"\nUnsupported by maintainer!!!");
+			// mode = ZB_MODE_5R6G5B;
+			// return 1;
+			break;
+		case 24:
+			// pitch = ( screen->pitch * 2 ) / 3;
+			fprintf(stderr, "\nUnsupported by maintainer!!!");
+			// mode = ZB_MODE_RGB24;
+			return 1;
+			break;
+		case 32:
+			// pitch = screen->pitch / 2;
+			// mode = ZB_MODE_RGBA;
+			break;
+		default:
+			return 1;
+			break;
+		}
 	ZBuffer* frameBuffer = NULL;
-	if(TGL_FEATURE_RENDER_BITS == 32)
-	 frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_RGBA, 0);
+	if (TGL_FEATURE_RENDER_BITS == 32)
+		frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_RGBA, 0);
 	else
-	 frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_5R6G5B, 0);
-	if(!frameBuffer){printf("\nZB_open failed!");exit(1);}
+		frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_5R6G5B, 0);
+	if (!frameBuffer) {
+		printf("\nZB_open failed!");
+		exit(1);
+	}
 	glInit(frameBuffer);
 
-	//Print version info
-	printf("\nVersion string:\n%s",glGetString(GL_VERSION));
-	printf("\nVendor string:\n%s",glGetString(GL_VENDOR));
-	printf("\nRenderer string:\n%s",glGetString(GL_RENDERER));
-	printf("\nExtensions string:\n%s",glGetString(GL_EXTENSIONS));
-	printf("\nLicense string:\n%s",glGetString(GL_LICENSE));
+	// Print version info
+	printf("\nVersion string:\n%s", glGetString(GL_VERSION));
+	printf("\nVendor string:\n%s", glGetString(GL_VENDOR));
+	printf("\nRenderer string:\n%s", glGetString(GL_RENDERER));
+	printf("\nExtensions string:\n%s", glGetString(GL_EXTENSIONS));
+	printf("\nLicense string:\n%s", glGetString(GL_LICENSE));
 	// initialize GL:
 	glClearColor(0.0, 0.0, 0.0, 0.0);
 	glViewport(0, 0, winSizeX, winSizeY);
-if(flat)	glShadeModel(GL_FLAT); else glShadeModel(GL_SMOOTH);
-//TESTING BLENDING...
-	//glDisable(GL_DEPTH_TEST);
+	if (flat)
+		glShadeModel(GL_FLAT);
+	else
+		glShadeModel(GL_SMOOTH);
+	// TESTING BLENDING...
+	// glDisable(GL_DEPTH_TEST);
 
-
-	//glDisable( GL_LIGHTING );
+	// glDisable( GL_LIGHTING );
 	glEnable(GL_LIGHTING);
-	//glBlendFunc(GL_ONE_MINUS_SRC_COLOR, GL_ZERO);
+	// glBlendFunc(GL_ONE_MINUS_SRC_COLOR, GL_ZERO);
 	glBlendEquation(GL_FUNC_ADD);
-	if(blending){
+	if (blending) {
 		glDisable(GL_DEPTH_TEST);
 		glEnable(GL_BLEND);
 		glDepthMask(GL_FALSE);
 		glBlendFunc(GL_SRC_COLOR, GL_DST_COLOR);
 		glBlendEquation(GL_FUNC_ADD);
-	}else{
+	} else {
 		glEnable(GL_DEPTH_TEST);
 		glDisable(GL_BLEND);
 		glDepthMask(GL_TRUE);
@@ -435,7 +445,10 @@
 	glTranslatef(0.0, 0.0, -45.0);
 
 	initScene();
-	if(setenspec) glSetEnableSpecular(GL_TRUE); else glSetEnableSpecular(GL_FALSE);
+	if (setenspec)
+		glSetEnableSpecular(GL_TRUE);
+	else
+		glSetEnableSpecular(GL_FALSE);
 	// variables for timing:
 	unsigned int frames = 0;
 	unsigned int tNow = SDL_GetTicks();
@@ -443,61 +456,64 @@
 
 	// main loop:
 	int isRunning = 1;
-	//float test = 0;
+	// float test = 0;
 	while (isRunning) {
 		++frames;
-		//Depending on SDL to give us ticks even without a window open...
+		// Depending on SDL to give us ticks even without a window open...
 		tNow = SDL_GetTicks();
-	//	test = TEST_fastInvSqrt(tNow);
-	//	printf("\n%f",test);
+		//	test = TEST_fastInvSqrt(tNow);
+		//	printf("\n%f",test);
 		// do event handling:
-		if(!noSDL){
-		SDL_Event evt;
-		while (SDL_PollEvent(&evt))
-			switch (evt.type) {
-			case SDL_KEYDOWN:
-				switch (evt.key.keysym.sym) {
-				case SDLK_UP:
-					view_rotx += 5.0;
+		if (!noSDL) {
+			SDL_Event evt;
+			while (SDL_PollEvent(&evt))
+				switch (evt.type) {
+				case SDL_KEYDOWN:
+					switch (evt.key.keysym.sym) {
+					case SDLK_UP:
+						view_rotx += 5.0;
+						break;
+					case SDLK_DOWN:
+						view_rotx -= 5.0;
+						break;
+					case SDLK_LEFT:
+						view_roty += 5.0;
+						break;
+					case SDLK_RIGHT:
+						view_roty -= 5.0;
+						break;
+					case SDLK_ESCAPE:
+					case SDLK_q:
+						isRunning = 0;
+					default:
+						break;
+					}
 					break;
-				case SDLK_DOWN:
-					view_rotx -= 5.0;
-					break;
-				case SDLK_LEFT:
-					view_roty += 5.0;
-					break;
-				case SDLK_RIGHT:
-					view_roty -= 5.0;
-					break;
-				case SDLK_ESCAPE:
-				case SDLK_q:
+				case SDL_QUIT:
 					isRunning = 0;
-				default:
 					break;
 				}
-				break;
-			case SDL_QUIT:
-				isRunning = 0;
-				break;
-			}
 		}
 		// draw scene:
 		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 		draw();
-		if(dotext){
+		if (dotext) {
 			glDrawText((unsigned char*)"RED text", 0, 0, 0xFF0000);
 
 			glDrawText((unsigned char*)"GREEN text", 0, 24, 0x00FF00);
 
-			glDrawText((unsigned char*)"\xa2" "BLUE text" "\xa1", 0, 48, 0xFF);
+			glDrawText((unsigned char*)"\xa2"
+									   "BLUE text"
+									   "\xa1",
+					   0, 48, 0xFF);
 		}
 		// swap buffers:
-		if(!noSDL)
-		if (SDL_MUSTLOCK(screen) && (SDL_LockSurface(screen) < 0)) {
-			fprintf(stderr, "SDL ERROR: Can't lock screen: %s\n", SDL_GetError());
-			return 1;
-		}
-		// Quickly convert all pixels to the correct format
+		if (!noSDL)
+			if (SDL_MUSTLOCK(screen) && (SDL_LockSurface(screen) < 0)) {
+				fprintf(stderr, "SDL ERROR: Can't lock screen: %s\n", SDL_GetError());
+				return 1;
+			}
+			// Quickly convert all pixels to the correct format
 #if TGL_FEATURE_RENDER_BITS == 32
 		// for testing!
 		if (needsRGBAFix)
@@ -507,25 +523,27 @@
 						 ((DATONE & 0x000000FF) >> 16) << screen->format->Bshift;
 			}
 #endif
-	
-		if(!noSDL) ZB_copyFrameBuffer(frameBuffer, screen->pixels, screen->pitch);
-		if(!noSDL)
+
+		if (!noSDL)
+			ZB_copyFrameBuffer(frameBuffer, screen->pixels, screen->pitch);
+		if (!noSDL)
 			if (SDL_MUSTLOCK(screen))
 				SDL_UnlockSurface(screen);
-		if(!noSDL)SDL_Flip(screen);
-		if(!noSDL)
+		if (!noSDL)
+			SDL_Flip(screen);
+		if (!noSDL)
 			if (fps > 0)
 				if ((1000 / fps) > (SDL_GetTicks() - tNow)) {
 					SDL_Delay((1000 / fps) - (SDL_GetTicks() - tNow)); // Yay stable framerate!
 				}
 		// check for error conditions:
-		if(!noSDL){
-		char* sdl_error = SDL_GetError();
-		if (sdl_error[0] != '\0') {
-			fprintf(stderr, "SDL ERROR: \"%s\"\n", sdl_error);
-			SDL_ClearError();
+		if (!noSDL) {
+			char* sdl_error = SDL_GetError();
+			if (sdl_error[0] != '\0') {
+				fprintf(stderr, "SDL ERROR: \"%s\"\n", sdl_error);
+				SDL_ClearError();
+			}
 		}
-		}
 		// update fps:
 		if (tNow >= tLastFps + 5000) {
 			printf("%i frames in %f secs, %f frames per second.\n", frames, (float)(tNow - tLastFps) * 0.001f,
@@ -536,18 +554,21 @@
 	}
 	printf("%i frames in %f secs, %f frames per second.\n", frames, (float)(tNow - tLastFps) * 0.001f, (float)frames * 1000.0f / (float)(tNow - tLastFps));
 	// cleanup:
-	//glDeleteList(gear1);
-	//glDeleteList(gear2);
-	//glDeleteList(gear3);
+	// glDeleteList(gear1);
+	// glDeleteList(gear2);
+	// glDeleteList(gear3);
 	ZB_close(frameBuffer);
 	glClose();
-	if(!noSDL)
-	if (SDL_WasInit(SDL_INIT_VIDEO))
-		SDL_QuitSubSystem(SDL_INIT_VIDEO);
+	if (!noSDL)
+		if (SDL_WasInit(SDL_INIT_VIDEO))
+			SDL_QuitSubSystem(SDL_INIT_VIDEO);
 #ifdef PLAY_MUSIC
-	if(!noSDL)mhalt();
-	if(!noSDL)Mix_FreeMusic(myTrack);
-	if(!noSDL)acleanup();
+	if (!noSDL)
+		mhalt();
+	if (!noSDL)
+		Mix_FreeMusic(myTrack);
+	if (!noSDL)
+		acleanup();
 #endif
 	SDL_Quit();
 	return 0;
--- a/SDL_Examples/helloworld.c
+++ b/SDL_Examples/helloworld.c
@@ -37,7 +37,7 @@
 int winSizeY = 480;
 
 void draw() {
-	//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+	// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 	// glEnable(GL_TEXTURE_2D);
 	// glBindTexture(GL_TEXTURE_2D,tex);
 	// time_passed += 0.0166666;
@@ -61,7 +61,7 @@
 }
 
 void draw2() {
-	//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+	// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 	int x = 0;
 	// Select and setup the projection matrix
 	glMatrixMode(GL_PROJECTION);
@@ -130,14 +130,14 @@
 				winSizeY = atoi(argv[i]);
 			if (!strcmp(larg, "-fps"))
 				fps = strtoull(argv[i], 0, 10);
-			if (!strcmp(argv[i],"-nosdl"))
+			if (!strcmp(argv[i], "-nosdl"))
 				noSDL = 1;
-			if (!strcmp(argv[i],"-2"))
+			if (!strcmp(argv[i], "-2"))
 				do2 = 1;
 			larg = argv[i];
 		}
 	}
-	if(!noSDL){
+	if (!noSDL) {
 #ifdef PLAY_MUSIC
 		if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
 #else
@@ -146,17 +146,19 @@
 			fprintf(stderr, "ERROR: cannot initialize SDL video.\n");
 			return 1;
 		}
-	} else if(SDL_Init(0) < 0) fprintf(stderr, "ERROR: cannot initialize SDL without video.\n");
+	} else if (SDL_Init(0) < 0)
+		fprintf(stderr, "ERROR: cannot initialize SDL without video.\n");
 #ifdef PLAY_MUSIC
-	if(!noSDL)ainit(0);
+	if (!noSDL)
+		ainit(0);
 #endif
 	SDL_Surface* screen = NULL;
-	if(!noSDL)
-	if ((screen = SDL_SetVideoMode(winSizeX, winSizeY, TGL_FEATURE_RENDER_BITS, SDL_SWSURFACE)) == 0) {
-		fprintf(stderr, "ERROR: Video mode set failed.\n");
-		return 1;
-	}
-	if(!noSDL){
+	if (!noSDL)
+		if ((screen = SDL_SetVideoMode(winSizeX, winSizeY, TGL_FEATURE_RENDER_BITS, SDL_SWSURFACE)) == 0) {
+			fprintf(stderr, "ERROR: Video mode set failed.\n");
+			return 1;
+		}
+	if (!noSDL) {
 		printf("\nRMASK IS %u", screen->format->Rmask);
 		printf("\nGMASK IS %u", screen->format->Gmask);
 		printf("\nBMASK IS %u", screen->format->Bmask);
@@ -163,14 +165,14 @@
 		printf("\nAMASK IS %u", screen->format->Amask);
 	}
 #if TGL_FEATURE_RENDER_BITS == 32
-	if(!noSDL)
-	if (screen->format->Rmask != 0x00FF0000 || screen->format->Gmask != 0x0000FF00 || screen->format->Bmask != 0x000000FF) {
-		needsRGBAFix = 1;
-		printf("\nYour screen is using an RGBA output different than this library expects.");
-		printf("\nYou should consider using the 16 bit version for optimal performance");
-	}
+	if (!noSDL)
+		if (screen->format->Rmask != 0x00FF0000 || screen->format->Gmask != 0x0000FF00 || screen->format->Bmask != 0x000000FF) {
+			needsRGBAFix = 1;
+			printf("\nYour screen is using an RGBA output different than this library expects.");
+			printf("\nYou should consider using the 16 bit version for optimal performance");
+		}
 #endif
-	if(!noSDL){
+	if (!noSDL) {
 		printf("\nRSHIFT IS %u", screen->format->Rshift);
 		printf("\nGSHIFT IS %u", screen->format->Gshift);
 		printf("\nBSHIFT IS %u", screen->format->Bshift);
@@ -179,46 +181,50 @@
 	fflush(stdout);
 #ifdef PLAY_MUSIC
 	track* myTrack = NULL;
-	if(!noSDL) myTrack = lmus("WWGW.mp3");
-	if(!noSDL) mplay(myTrack, -1, 1000);
+	if (!noSDL)
+		myTrack = lmus("WWGW.mp3");
+	if (!noSDL)
+		mplay(myTrack, -1, 1000);
 #endif
-	if(!noSDL)SDL_ShowCursor(SDL_DISABLE);
-	if(!noSDL)SDL_WM_SetCaption(argv[0], 0);
+	if (!noSDL)
+		SDL_ShowCursor(SDL_DISABLE);
+	if (!noSDL)
+		SDL_WM_SetCaption(argv[0], 0);
 
 	// initialize TinyGL:
 	// unsigned int pitch;
 	int mode;
-	if(!noSDL)
-	switch (screen->format->BitsPerPixel) {
-	case 8:
-		fprintf(stderr, "ERROR: Palettes are currently not supported.\n");
-		fprintf(stderr, "\nUnsupported by maintainer!!!");
-		return 1;
-	case 16:
+	if (!noSDL)
+		switch (screen->format->BitsPerPixel) {
+		case 8:
+			fprintf(stderr, "ERROR: Palettes are currently not supported.\n");
+			fprintf(stderr, "\nUnsupported by maintainer!!!");
+			return 1;
+		case 16:
 
-		// fprintf(stderr,"\nUnsupported by maintainer!!!");
-		mode = ZB_MODE_5R6G5B;
-		// return 1;
-		break;
-	case 24:
+			// fprintf(stderr,"\nUnsupported by maintainer!!!");
+			mode = ZB_MODE_5R6G5B;
+			// return 1;
+			break;
+		case 24:
 
-		fprintf(stderr, "\nUnsupported by maintainer!!!");
-		mode = ZB_MODE_RGB24;
-		return 1;
-		break;
-	case 32:
+			fprintf(stderr, "\nUnsupported by maintainer!!!");
+			mode = ZB_MODE_RGB24;
+			return 1;
+			break;
+		case 32:
 
-		mode = ZB_MODE_RGBA;
-		break;
-	default:
-		return 1;
-		break;
-	}
+			mode = ZB_MODE_RGBA;
+			break;
+		default:
+			return 1;
+			break;
+		}
 	ZBuffer* frameBuffer = NULL;
-	if(TGL_FEATURE_RENDER_BITS == 32)
-	 frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_RGBA, 0);
+	if (TGL_FEATURE_RENDER_BITS == 32)
+		frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_RGBA, 0);
 	else
-	 frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_5R6G5B, 0);
+		frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_5R6G5B, 0);
 	glInit(frameBuffer);
 
 	// initialize GL:
@@ -266,24 +272,24 @@
 
 		// draw scene:
 		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-		if(do2)
+		if (do2)
 			draw2();
 		else
 			draw();
 		glDrawText((unsigned char*)"Hello World!\nFrom TinyGL", 0, 0, 0x00FFFFFF);
 		// swap buffers:
-		if(!noSDL)
-		if (SDL_MUSTLOCK(screen) && (SDL_LockSurface(screen) < 0)) {
-			fprintf(stderr, "SDL ERROR: Can't lock screen: %s\n", SDL_GetError());
-			return 1;
-		}
-		/*
-		printf("\nRMASK IS %u",screen->format->Rmask);
-		printf("\nGMASK IS %u",screen->format->Gmask);
-		printf("\nBMASK IS %u",screen->format->Bmask);
-		printf("\nAMASK IS %u",screen->format->Amask);
-		*/
-		// Quickly convert all pixels to the correct format
+		if (!noSDL)
+			if (SDL_MUSTLOCK(screen) && (SDL_LockSurface(screen) < 0)) {
+				fprintf(stderr, "SDL ERROR: Can't lock screen: %s\n", SDL_GetError());
+				return 1;
+			}
+			/*
+			printf("\nRMASK IS %u",screen->format->Rmask);
+			printf("\nGMASK IS %u",screen->format->Gmask);
+			printf("\nBMASK IS %u",screen->format->Bmask);
+			printf("\nAMASK IS %u",screen->format->Amask);
+			*/
+			// Quickly convert all pixels to the correct format
 #if TGL_FEATURE_RENDER_BITS == 32
 		if (needsRGBAFix)
 			for (int i = 0; i < frameBuffer->xsize * frameBuffer->ysize; i++) {
@@ -292,21 +298,26 @@
 						 ((DATONE & 0x00FF0000) >> 16) << screen->format->Bshift;
 			}
 #endif
-		if(!noSDL) ZB_copyFrameBuffer(frameBuffer, screen->pixels, screen->pitch);
-		if(!noSDL) if (SDL_MUSTLOCK(screen)) SDL_UnlockSurface(screen);
-		if(!noSDL) SDL_Flip(screen);
-		if(!noSDL) if (fps > 0)
-			if ((1000 / fps) > (SDL_GetTicks() - tNow)) {
-				SDL_Delay((1000 / fps) - (SDL_GetTicks() - tNow)); // Yay stable framerate!
-			}
+		if (!noSDL)
+			ZB_copyFrameBuffer(frameBuffer, screen->pixels, screen->pitch);
+		if (!noSDL)
+			if (SDL_MUSTLOCK(screen))
+				SDL_UnlockSurface(screen);
+		if (!noSDL)
+			SDL_Flip(screen);
+		if (!noSDL)
+			if (fps > 0)
+				if ((1000 / fps) > (SDL_GetTicks() - tNow)) {
+					SDL_Delay((1000 / fps) - (SDL_GetTicks() - tNow)); // Yay stable framerate!
+				}
 		// check for error conditions:
 		{
-		char* sdl_error = SDL_GetError();
-		if (sdl_error[0] != '\0') {
-			fprintf(stderr, "SDL ERROR: \"%s\"\n", sdl_error);
-			SDL_ClearError();
+			char* sdl_error = SDL_GetError();
+			if (sdl_error[0] != '\0') {
+				fprintf(stderr, "SDL ERROR: \"%s\"\n", sdl_error);
+				SDL_ClearError();
+			}
 		}
-		}
 		// update fps:
 		if (tNow >= tLastFps + 5000) {
 			printf("%i frames in %f secs, %f frames per second.\n", frames, (float)(tNow - tLastFps) * 0.001f,
@@ -319,13 +330,16 @@
 	// cleanup:
 	ZB_close(frameBuffer);
 	glClose();
-	if(!noSDL)
-	if (SDL_WasInit(SDL_INIT_VIDEO))
-		SDL_QuitSubSystem(SDL_INIT_VIDEO);
+	if (!noSDL)
+		if (SDL_WasInit(SDL_INIT_VIDEO))
+			SDL_QuitSubSystem(SDL_INIT_VIDEO);
 #ifdef PLAY_MUSIC
-	if(!noSDL)mhalt();
-	if(!noSDL)Mix_FreeMusic(myTrack);
-	if(!noSDL)acleanup();
+	if (!noSDL)
+		mhalt();
+	if (!noSDL)
+		Mix_FreeMusic(myTrack);
+	if (!noSDL)
+		acleanup();
 #endif
 	SDL_Quit();
 	return 0;
--- a/SDL_Examples/menu.c
+++ b/SDL_Examples/menu.c
@@ -25,11 +25,10 @@
 #endif
 #include <SDL/SDL.h>
 
-//Gek's OpenIMGUI standard.
+// Gek's OpenIMGUI standard.
 #define OPENIMGUI_IMPL
 #include "../include-demo/openimgui.h"
 
-
 #ifndef M_PI
 #define M_PI 3.14159265
 #endif
@@ -38,16 +37,20 @@
 int winSizeY = 480;
 double tpassed = 0;
 int isRunning = 1;
-int dirbstates[4] = {0,0,0,0}; //up,down,left,right
-int mousepos[2] = {0,0};
-int using_cursorkeys = 0; //Switches to cursor keys upon pressing a key.
-int mb = 0; //cursor button
-int mb2 = 0; //cursor second button.
+int dirbstates[4] = {0, 0, 0, 0}; // up,down,left,right
+int mousepos[2] = {0, 0};
+int using_cursorkeys = 0; // Switches to cursor keys upon pressing a key.
+int mb = 0;				  // cursor button
+int mb2 = 0;			  // cursor second button.
 
-#define BEGIN_EVENT_HANDLER void events(SDL_Event* e){switch(e->type){
+#define BEGIN_EVENT_HANDLER                                                                                                                                    \
+	void events(SDL_Event* e) {                                                                                                                                \
+		switch (e->type) {
 #define E_KEYSYM e->key.keysym.sym
 
-#define END_EVENT_HANDLER }}
+#define END_EVENT_HANDLER                                                                                                                                      \
+	}                                                                                                                                                          \
+	}
 #define EVENT_HANDLER events
 #define E_MOTION e->motion
 #define E_BUTTON e->button.button
@@ -55,147 +58,152 @@
 #define E_WINW e->window.data1
 #define E_WINH e->window.data2
 
-vec3 mouse_to_normal(int mx, int my){
+vec3 mouse_to_normal(int mx, int my) {
 	vec3 r;
-	r.d[0] = mx / (float) winSizeX;
-	r.d[1] = my / (float) winSizeY;
+	r.d[0] = mx / (float)winSizeX;
+	r.d[1] = my / (float)winSizeY;
 	return r;
 }
 
-void drawBox(GLfloat x, GLfloat y, GLfloat xdim, GLfloat ydim){ //0,0 is top left, 1,1 is bottom right
+void drawBox(GLfloat x, GLfloat y, GLfloat xdim, GLfloat ydim) { // 0,0 is top left, 1,1 is bottom right
 
-	x*=2;xdim*=2;
-	y*=2;ydim*=2;
+	x *= 2;
+	xdim *= 2;
+	y *= 2;
+	ydim *= 2;
 	glBegin(GL_TRIANGLES);
 	// TRIANGLE 1,
-	glTexCoord2f(0, 0); 
-	glVertex3f(-1+x, 1-y-ydim, 0.5); //Bottom Left Corner
+	glTexCoord2f(0, 0);
+	glVertex3f(-1 + x, 1 - y - ydim, 0.5); // Bottom Left Corner
 
 	glTexCoord2f(1, -1);
-	glVertex3f(-1+x+xdim, 1-y , 0.5); //Top Right Corner
+	glVertex3f(-1 + x + xdim, 1 - y, 0.5); // Top Right Corner
 
 	glTexCoord2f(0, -1);
-	glVertex3f(-1+x, 1-y, 0.5); //Top Left
+	glVertex3f(-1 + x, 1 - y, 0.5); // Top Left
 	// TRIANGLE 2
 	glTexCoord2f(0, 0);
-	glVertex3f(-1+x, 1-y-ydim, 0.5); //Bottom Left Corner
+	glVertex3f(-1 + x, 1 - y - ydim, 0.5); // Bottom Left Corner
 
 	glTexCoord2f(1, 0);
-	glVertex3f(-1+x+xdim, 1-y-ydim, 0.5);
+	glVertex3f(-1 + x + xdim, 1 - y - ydim, 0.5);
 
 	glTexCoord2f(1, -1);
-	glVertex3f(-1+x+xdim, 1-y , 0.5); //Top Right Corner
+	glVertex3f(-1 + x + xdim, 1 - y, 0.5); // Top Right Corner
 	glEnd();
 	return;
 }
 
-
-
-void drawMouse(){
-	if(!omg_cb)
-		glColor3f(0.7,0.7,0.7);
+void drawMouse() {
+	if (!omg_cb)
+		glColor3f(0.7, 0.7, 0.7);
 	else
-		glColor3f(1.0,0.1,0.1);
-	//if(!using_cursorkeys)
-		drawBox(omg_cursorpos[0],omg_cursorpos[1], 0.03, 0.03);
-	//else
+		glColor3f(1.0, 0.1, 0.1);
+	// if(!using_cursorkeys)
+	drawBox(omg_cursorpos[0], omg_cursorpos[1], 0.03, 0.03);
+	// else
 	//	drawBox(omg_cursorpos_presuck[0],omg_cursorpos_presuck[1], 0.03, 0.03);
 }
 
-void drawTB(const char* text, GLuint textcolor, GLfloat x, GLfloat y, GLint size, float* tw, float* th){
-	size = (size>64)?64:((size<8)?8:size); 
-	size >>= 3; //divide by 8 to get the GLTEXTSIZE
-	if(!size || !text) return;
-	int mw = 0, h = 1, cw = 0; //max width, height, current width
-	for(int i = 0; text[i] != '\0' && (text[i] & 127);i++){
-		if(text[i] != '\n') 
-			cw++; 
-		else 
-			{cw = 0; h++;}
-		if(mw<cw)mw=cw;
+void drawTB(const char* text, GLuint textcolor, GLfloat x, GLfloat y, GLint size, float* tw, float* th) {
+	size = (size > 64) ? 64 : ((size < 8) ? 8 : size);
+	size >>= 3; // divide by 8 to get the GLTEXTSIZE
+	if (!size || !text)
+		return;
+	int mw = 0, h = 1, cw = 0; // max width, height, current width
+	for (int i = 0; text[i] != '\0' && (text[i] & 127); i++) {
+		if (text[i] != '\n')
+			cw++;
+		else {
+			cw = 0;
+			h++;
+		}
+		if (mw < cw)
+			mw = cw;
 	}
-	float w = (size)*8*(mw) / (float)winSizeX;
-	float bw = 3*size/(float)winSizeX;
-	float h_ = (size)*8*(h)/(float)winSizeY;
-	float bh = 3*size/(float)winSizeY;
-	drawBox(x,y, w, h_);
-	*tw = w+bw;
-	*th = h_+bh;
+	float w = (size)*8 * (mw) / (float)winSizeX;
+	float bw = 3 * size / (float)winSizeX;
+	float h_ = (size)*8 * (h) / (float)winSizeY;
+	float bh = 3 * size / (float)winSizeY;
+	drawBox(x, y, w, h_);
+	*tw = w + bw;
+	*th = h_ + bh;
 	glTextSize(size);
-	glDrawText((unsigned char*)text, x*winSizeX, y*winSizeY, textcolor);
+	glDrawText((unsigned char*)text, x * winSizeX, y * winSizeY, textcolor);
 	return;
 }
 
-int omg_box(float x, float y, float xdim, float ydim, int sucks, float buttonjumpx, float buttonjumpy, int hints){
-	//hints is the color of the box.
-	float r = ((hints & 0xFF0000)>>16) 	/ 255.0;
-	float g = ((hints & 0xFF00)>>8) 	/ 255.0;
-	float b = ((hints & 0xFF)) 			/ 255.0;
-	glColor3f(r,g,b);
-	drawBox(x,y,xdim,ydim);
+int omg_box(float x, float y, float xdim, float ydim, int sucks, float buttonjumpx, float buttonjumpy, int hints) {
+	// hints is the color of the box.
+	float r = ((hints & 0xFF0000) >> 16) / 255.0;
+	float g = ((hints & 0xFF00) >> 8) / 255.0;
+	float b = ((hints & 0xFF)) / 255.0;
+	glColor3f(r, g, b);
+	drawBox(x, y, xdim, ydim);
 	omg_box_suck(x, y, xdim, ydim, sucks, buttonjumpx, buttonjumpy);
 	return omg_box_retval(x, y, xdim, ydim);
 }
 
-int omg_textbox(float x, float y, const char* text, int textsize, int sucks, float buttonjumpx, float buttonjumpy, int hints, int hintstext){
-	float r = ((hints & 0xFF0000)>>16) 	/ 255.0;
-	float g = ((hints & 0xFF00)>>8) 	/ 255.0;
-	float b = ((hints & 0xFF)) 			/ 255.0;
-	glColor3f(r,g,b);
+int omg_textbox(float x, float y, const char* text, int textsize, int sucks, float buttonjumpx, float buttonjumpy, int hints, int hintstext) {
+	float r = ((hints & 0xFF0000) >> 16) / 255.0;
+	float g = ((hints & 0xFF00) >> 8) / 255.0;
+	float b = ((hints & 0xFF)) / 255.0;
+	glColor3f(r, g, b);
 	float xdim = 0, ydim = 0;
-	drawTB(text, (GLuint)hintstext, x,y,textsize, &xdim, &ydim);
+	drawTB(text, (GLuint)hintstext, x, y, textsize, &xdim, &ydim);
 	omg_box_suck(x, y, xdim, ydim, sucks, buttonjumpx, buttonjumpy);
 	return omg_box_retval(x, y, xdim, ydim);
 }
 
-int haveclicked = 0; //For our toggleable movable button.
-vec3 tbcoords = (vec3){{0.4,0.4,0}};
-vec3 slidcoords = (vec3){{0.1,0.8,0}};
+int haveclicked = 0; // For our toggleable movable button.
+vec3 tbcoords = (vec3){{0.4, 0.4, 0}};
+vec3 slidcoords = (vec3){{0.1, 0.8, 0}};
 float slidmoffset = 0;
-int slidersliding = 0; //Is the slider being slid?
+int slidersliding = 0; // Is the slider being slid?
 void draw() {
-	if(mb2){ //Use an additional input to move gui elements for testing- right click moves the button.
+	if (mb2) { // Use an additional input to move gui elements for testing- right click moves the button.
 		tbcoords.d[0] = omg_cursorpos[0];
-		tbcoords.d[1] =  omg_cursorpos[1];
+		tbcoords.d[1] = omg_cursorpos[1];
 		haveclicked = 0;
 	}
 
-	if(omg_textbox(0.01, 0,   "\nEntry 1\n", 24, 1,   0.4, 0.2, 0xFFFFFF, 0) && omg_cb == 2 )
+	if (omg_textbox(0.01, 0, "\nEntry 1\n", 24, 1, 0.4, 0.2, 0xFFFFFF, 0) && omg_cb == 2)
 		puts("Entry 1");
-	if(omg_textbox(0.01, 0.2,   "\nEntry 2\n", 24, 1,   0.4, 0.2, 0xFFFFFF, 0) && omg_cb == 2)
+	if (omg_textbox(0.01, 0.2, "\nEntry 2\n", 24, 1, 0.4, 0.2, 0xFFFFFF, 0) && omg_cb == 2)
 		puts("Entry 2");
-	if(omg_textbox(0.01, 0.4,   "\nEntry 3\n", 24, 1,   0.4, 0.2, 0xFFFFFF, 0) && omg_cb == 2)
+	if (omg_textbox(0.01, 0.4, "\nEntry 3\n", 24, 1, 0.4, 0.2, 0xFFFFFF, 0) && omg_cb == 2)
 		puts("Entry 3");
-	if(omg_textbox(0.01, 0.6,   "\nQuit\n", 24, 1,   0.4, 0.2, 0xFFFFFF, 0) && omg_cb == 2)
-		{puts("Quitting...");isRunning = 0;}
-	
-	if(
-	omg_textbox(tbcoords.d[0], tbcoords.d[1], "\nClick me and I toggle color!\n", 16, 1, 0.4, 0.3, 0xFFFFFF, haveclicked?0xFF0000:0x00) && omg_cb == 1)
-		{puts("Detected click! EVENT FIRED!\n");haveclicked = !haveclicked; }
-	//A slider element
-	if(
-		omg_textbox(slidcoords.d[0], slidcoords.d[1], "\n Slider \n", 16, 1, 0.4, 0.3, 0xFFFFFF, haveclicked?0xFF0000:0x00) 
-		&& omg_cb ==1
-	){
-			slidersliding = 1;
-			slidmoffset = omg_cursorpos[0] - slidcoords.d[0];
+	if (omg_textbox(0.01, 0.6, "\nQuit\n", 24, 1, 0.4, 0.2, 0xFFFFFF, 0) && omg_cb == 2) {
+		puts("Quitting...");
+		isRunning = 0;
 	}
-	if(omg_cb == 2)
-				slidersliding = 0;
-	//Handle the slider sliding behavior.
-	if(slidersliding){
-		if(using_cursorkeys){
-			if(omg_udlr[3]){
-				slidcoords.d[0] = clampf(slidcoords.d[0] + 0.05,0.1,0.7);
+
+	if (omg_textbox(tbcoords.d[0], tbcoords.d[1], "\nClick me and I toggle color!\n", 16, 1, 0.4, 0.3, 0xFFFFFF, haveclicked ? 0xFF0000 : 0x00) &&
+		omg_cb == 1) {
+		puts("Detected click! EVENT FIRED!\n");
+		haveclicked = !haveclicked;
+	}
+	// A slider element
+	if (omg_textbox(slidcoords.d[0], slidcoords.d[1], "\n Slider \n", 16, 1, 0.4, 0.3, 0xFFFFFF, haveclicked ? 0xFF0000 : 0x00) && omg_cb == 1) {
+		slidersliding = 1;
+		slidmoffset = omg_cursorpos[0] - slidcoords.d[0];
+	}
+	if (omg_cb == 2)
+		slidersliding = 0;
+	// Handle the slider sliding behavior.
+	if (slidersliding) {
+		if (using_cursorkeys) {
+			if (omg_udlr[3]) {
+				slidcoords.d[0] = clampf(slidcoords.d[0] + 0.05, 0.1, 0.7);
 			}
-			if(omg_udlr[2]){
-				slidcoords.d[0] = clampf(slidcoords.d[0] - 0.05,0.1,0.7);
+			if (omg_udlr[2]) {
+				slidcoords.d[0] = clampf(slidcoords.d[0] - 0.05, 0.1, 0.7);
 			}
 			omg_cursorpos[0] = slidcoords.d[0] + slidmoffset;
 			omg_cursorpos[1] = slidcoords.d[1];
 		} else {
-			//Move the element to the cursorposition's x.
-			slidcoords.d[0] = clampf(omg_cursorpos[0]- slidmoffset,0.1,0.7);
+			// Move the element to the cursorposition's x.
+			slidcoords.d[0] = clampf(omg_cursorpos[0] - slidmoffset, 0.1, 0.7);
 		}
 		printf("Slider's value is %f\n", slidcoords.d[0]);
 	}
@@ -211,11 +219,11 @@
 	glLightfv(GL_LIGHT0, GL_DIFFUSE, white);
 	// glLightfv( GL_LIGHT0, GL_AMBIENT, white);
 	// glLightfv( GL_LIGHT0, GL_SPECULAR, white);
-	//glEnable(GL_CULL_FACE);
-	glDisable( GL_CULL_FACE );
+	// glEnable(GL_CULL_FACE);
+	glDisable(GL_CULL_FACE);
 	glDisable(GL_BLEND);
-	//glEnable(GL_LIGHTING);
-	//glEnable(GL_TEXTURE_2D);
+	// glEnable(GL_LIGHTING);
+	// glEnable(GL_TEXTURE_2D);
 	glDisable(GL_TEXTURE_2D);
 	glDisable(GL_LIGHTING);
 	// glEnable( GL_LIGHT0 );
@@ -226,64 +234,83 @@
 	glEnable(GL_NORMALIZE);
 }
 
-
-
-
-
 BEGIN_EVENT_HANDLER
-	case SDL_KEYDOWN:
-		using_cursorkeys = 1;
-		switch(E_KEYSYM){
-			case SDLK_ESCAPE:
-			case SDLK_q:
-				isRunning = 0;
-			break;
-			case SDLK_UP:   dirbstates[0] = 1; break;
-			case SDLK_DOWN: dirbstates[1] = 1; break;
-			case SDLK_LEFT: dirbstates[2] = 1; break;
-			case SDLK_RIGHT:dirbstates[3] = 1; break;
-			case SDLK_SPACE: case SDLK_RETURN:
-				mb = 1;
-			break;
-			default: break;
-		}
+case SDL_KEYDOWN:
+using_cursorkeys = 1;
+switch (E_KEYSYM) {
+case SDLK_ESCAPE:
+case SDLK_q:
+	isRunning = 0;
 	break;
-	case SDL_KEYUP:
-		using_cursorkeys = 1;
-		switch(E_KEYSYM){
-			case SDLK_SPACE: case SDLK_RETURN:
-				mb = 0;
-			break;
-			case SDLK_UP:   dirbstates[0] = 0; break;
-			case SDLK_DOWN: dirbstates[1] = 0; break;
-			case SDLK_LEFT: dirbstates[2] = 0; break;
-			case SDLK_RIGHT:dirbstates[3] = 0; break;
-			default: break;
-		}
+case SDLK_UP:
+	dirbstates[0] = 1;
 	break;
-	case SDL_QUIT:isRunning = 0;break;
-	case SDL_MOUSEBUTTONDOWN:
-		if(E_BUTTON==SDL_BUTTON_LEFT) mb = 1;
-		if(E_BUTTON==SDL_BUTTON_RIGHT) {
-			mb2 = 1;
-		}
-		break;
-	case SDL_MOUSEBUTTONUP:
-		if(E_BUTTON==SDL_BUTTON_LEFT) mb = 0;
-		if(E_BUTTON==SDL_BUTTON_RIGHT) mb2 = 0;
-		break;
-	case SDL_MOUSEMOTION:
-		using_cursorkeys = 0;
-		mousepos[0] = E_MOTION.x;
-		mousepos[1] = E_MOTION.y;
+case SDLK_DOWN:
+	dirbstates[1] = 1;
 	break;
+case SDLK_LEFT:
+	dirbstates[2] = 1;
+	break;
+case SDLK_RIGHT:
+	dirbstates[3] = 1;
+	break;
+case SDLK_SPACE:
+case SDLK_RETURN:
+	mb = 1;
+	break;
+default:
+	break;
+}
+break;
+case SDL_KEYUP:
+using_cursorkeys = 1;
+switch (E_KEYSYM) {
+case SDLK_SPACE:
+case SDLK_RETURN:
+	mb = 0;
+	break;
+case SDLK_UP:
+	dirbstates[0] = 0;
+	break;
+case SDLK_DOWN:
+	dirbstates[1] = 0;
+	break;
+case SDLK_LEFT:
+	dirbstates[2] = 0;
+	break;
+case SDLK_RIGHT:
+	dirbstates[3] = 0;
+	break;
+default:
+	break;
+}
+break;
+case SDL_QUIT:
+isRunning = 0;
+break;
+case SDL_MOUSEBUTTONDOWN:
+if (E_BUTTON == SDL_BUTTON_LEFT)
+	mb = 1;
+if (E_BUTTON == SDL_BUTTON_RIGHT) {
+	mb2 = 1;
+}
+break;
+case SDL_MOUSEBUTTONUP:
+if (E_BUTTON == SDL_BUTTON_LEFT)
+	mb = 0;
+if (E_BUTTON == SDL_BUTTON_RIGHT)
+	mb2 = 0;
+break;
+case SDL_MOUSEMOTION:
+using_cursorkeys = 0;
+mousepos[0] = E_MOTION.x;
+mousepos[1] = E_MOTION.y;
+break;
 END_EVENT_HANDLER
 
-
 int main(int argc, char** argv) {
 	// initialize SDL video:
-	
-	
+
 	unsigned int fps = 0;
 	char needsRGBAFix = 0;
 	if (argc > 2) {
@@ -331,7 +358,7 @@
 	printf("\nBSHIFT IS %u", screen->format->Bshift);
 	printf("\nASHIFT IS %u\n", screen->format->Ashift);
 	fflush(stdout);
-	
+
 #ifdef PLAY_MUSIC
 	track* myTrack = NULL;
 	myTrack = lmus("WWGW.mp3");
@@ -381,25 +408,26 @@
 	unsigned int tLastFps = tNow;
 
 	// main loop:
-	
+
 	while (isRunning) {
 		++frames;
-		tpassed += frames * 16.666666/1000.0;
+		tpassed += frames * 16.666666 / 1000.0;
 		tNow = SDL_GetTicks();
 		// do event handling:
 		SDL_Event ev;
-		while (SDL_PollEvent(&ev)) events(&ev);
-		if(using_cursorkeys)
+		while (SDL_PollEvent(&ev))
+			events(&ev);
+		if (using_cursorkeys)
 			omg_update_keycursor(dirbstates[0], dirbstates[1], dirbstates[2], dirbstates[3], mb);
-		else{
+		else {
 			vec3 r = mouse_to_normal(mousepos[0], mousepos[1]);
 			omg_update_mcursor(r.d[0], r.d[1], mb);
 		}
 		// draw scene:
 		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-		//This is where we render our GUI!
+		// This is where we render our GUI!
 		draw();
-		//glDrawText((unsigned char*)"\nBlitting text\nto the screen!", 0, 0, 0x000000FF);
+		// glDrawText((unsigned char*)"\nBlitting text\nto the screen!", 0, 0, 0x000000FF);
 		// swap buffers:
 		if (SDL_MUSTLOCK(screen) && (SDL_LockSurface(screen) < 0)) {
 			fprintf(stderr, "SDL ERROR: Can't lock screen: %s\n", SDL_GetError());
--- a/SDL_Examples/model.c
+++ b/SDL_Examples/model.c
@@ -51,8 +51,8 @@
 	float* texcoords;
 } ModelArray;
 
-void FreeModelArray(){
-	if(!ModelArrayLoaded){
+void FreeModelArray() {
+	if (!ModelArrayLoaded) {
 		ModelArray.points = NULL;
 		ModelArray.normals = NULL;
 		ModelArray.npoints = 0;
@@ -61,10 +61,14 @@
 		return;
 	}
 	ModelArrayLoaded = 0;
-	if(ModelArray.points)		free(ModelArray.points);
-	if(ModelArray.normals)		free(ModelArray.normals);
-	if(ModelArray.texcoords)	free(ModelArray.texcoords);
-	if(ModelArray.colors)		free(ModelArray.colors);
+	if (ModelArray.points)
+		free(ModelArray.points);
+	if (ModelArray.normals)
+		free(ModelArray.normals);
+	if (ModelArray.texcoords)
+		free(ModelArray.texcoords);
+	if (ModelArray.colors)
+		free(ModelArray.colors);
 	ModelArray.npoints = 0;
 	return;
 }
@@ -73,27 +77,24 @@
 	vec3 a;
 	a.d[1] = (float)mousex * mouseratiox;
 	a.d[2] = (float)mousey * mouseratioy;
-	
-	
 
 	vec3 right = normalizev3(crossv3(camforw, camup));
 	right.d[1] = 0;
-	//vec3 forward = glm::vec3(glm::normalize(glm::rotate(angle, right) * glm::vec4(forward, 0.0)));
-	
+	// vec3 forward = glm::vec3(glm::normalize(glm::rotate(angle, right) * glm::vec4(forward, 0.0)));
+
 	camforw = normalizev3(rotatev3(camforw, right, -a.d[2]));
-	//up = glm::normalize(glm::cross(forward, right));
+	// up = glm::normalize(glm::cross(forward, right));
 	camup = normalizev3(crossv3(right, camforw));
 
-
-	//Perform the rotation about the Y axis last.
-	static const vec3 UP = (vec3){{0,1,0}};
-	static const vec3 DOWN = (vec3){{0,-1,0}};
-	if(dotv3(UP, camup)<0){
+	// Perform the rotation about the Y axis last.
+	static const vec3 UP = (vec3){{0, 1, 0}};
+	static const vec3 DOWN = (vec3){{0, -1, 0}};
+	if (dotv3(UP, camup) < 0) {
 		camforw = normalizev3(rotatev3(camforw, DOWN, -a.d[1]));
 		camup = normalizev3(rotatev3(camup, DOWN, -a.d[1]));
 	} else {
 		camforw = normalizev3(rotatev3(camforw, UP, -a.d[1]));
-		camup = normalizev3(rotatev3(camup,UP, -a.d[1]));
+		camup = normalizev3(rotatev3(camup, UP, -a.d[1]));
 	}
 }
 
@@ -114,40 +115,40 @@
 	// f_ as float and not double!
 	// Remember that!
 	vec3* points, uint npoints, vec3* colors, vec3* normals, vec3* texcoords) {
-	if (!points)return;
+	if (!points)
+		return;
 	FreeModelArray();
 	ModelArrayLoaded = 1;
 	ModelArray.npoints = npoints;
 	ModelArray.points = malloc(sizeof(float) * npoints * 3);
-	if(normals)
+	if (normals)
 		ModelArray.normals = malloc(sizeof(float) * npoints * 3);
-	if(texcoords)
+	if (texcoords)
 		ModelArray.texcoords = malloc(sizeof(float) * npoints * 2);
-	if(colors)
+	if (colors)
 		ModelArray.colors = malloc(sizeof(float) * npoints * 3);
 	for (uint i = 0; i < npoints; i++) {
 		if (colors) { // Fix for TinyGL color interpolation.
-			ModelArray.colors[i*3+0] = colors[i].d[0];
-			ModelArray.colors[i*3+1] = colors[i].d[1];
-			ModelArray.colors[i*3+2] = colors[i].d[2];
+			ModelArray.colors[i * 3 + 0] = colors[i].d[0];
+			ModelArray.colors[i * 3 + 1] = colors[i].d[1];
+			ModelArray.colors[i * 3 + 2] = colors[i].d[2];
 		}
-		if (texcoords){
-			ModelArray.texcoords[i*2+0] = texcoords[i].d[0];
-			ModelArray.texcoords[i*2+1] = texcoords[i].d[1];
+		if (texcoords) {
+			ModelArray.texcoords[i * 2 + 0] = texcoords[i].d[0];
+			ModelArray.texcoords[i * 2 + 1] = texcoords[i].d[1];
 		}
-		if (normals){
-			ModelArray.normals[i*3+0] = normals[i].d[0];
-			ModelArray.normals[i*3+1] = normals[i].d[1];
-			ModelArray.normals[i*3+2] = normals[i].d[2];
+		if (normals) {
+			ModelArray.normals[i * 3 + 0] = normals[i].d[0];
+			ModelArray.normals[i * 3 + 1] = normals[i].d[1];
+			ModelArray.normals[i * 3 + 2] = normals[i].d[2];
 		}
-		ModelArray.points[i*3+0] = points[i].d[0];
-		ModelArray.points[i*3+1] = points[i].d[1];
-		ModelArray.points[i*3+2] = points[i].d[2];
+		ModelArray.points[i * 3 + 0] = points[i].d[0];
+		ModelArray.points[i * 3 + 1] = points[i].d[1];
+		ModelArray.points[i * 3 + 2] = points[i].d[2];
 	}
 }
 
-
-//Without display list
+// Without display list
 void drawModelArrays(
 	// HUGE important note! these depend on the math library using
 	// f_ as float and not double!
@@ -196,9 +197,6 @@
 	return ret;
 }
 
-
-
-
 GLubyte stipplepattern[128] = {0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
 							   0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
 
@@ -304,7 +302,7 @@
 	char needsRGBAFix = 0;
 	unsigned int count = 40;
 	GLuint modelDisplayList = 0;
-	GLuint buffers[4]; //pos,color,normal,texcoord
+	GLuint buffers[4]; // pos,color,normal,texcoord
 	int dlExists = 0;
 	int doTextures = 1;
 	char* modelName = "extrude.obj";
@@ -327,11 +325,11 @@
 				modelName = argv[i];
 			if (!strcmp(argv[i], "-notexture") || !strcmp(larg, "-notexture"))
 				doTextures = 0;
-			if(!strcmp(argv[i],"-arrays"))
+			if (!strcmp(argv[i], "-arrays"))
 				testingModelArrays = 1;
-			if(!strcmp(argv[i],"-copy"))
+			if (!strcmp(argv[i], "-copy"))
 				testingCopyImage2D = 1;
-			if(!strcmp(argv[i],"-blend"))
+			if (!strcmp(argv[i], "-blend"))
 				doblend = 1;
 			larg = argv[i];
 		}
@@ -403,10 +401,10 @@
 	}
 
 	ZBuffer* frameBuffer = NULL;
-	if(TGL_FEATURE_RENDER_BITS == 32)
-	 frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_RGBA, 0);
+	if (TGL_FEATURE_RENDER_BITS == 32)
+		frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_RGBA, 0);
 	else
-	 frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_5R6G5B, 0);
+		frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_5R6G5B, 0);
 	glInit(frameBuffer);
 
 	srand(time(NULL));
@@ -415,15 +413,16 @@
 	glEnable(GL_DEPTH_TEST);
 	glEnable(GL_LIGHTING);
 	glSetEnableSpecular(0);
-static GLfloat white[4] = {1.0, 1.0, 1.0, 0.0};static GLfloat pos[4] = {5, 5, 10, 0.0}; // Light at infinity.
-	
+	static GLfloat white[4] = {1.0, 1.0, 1.0, 0.0};
+	static GLfloat pos[4] = {5, 5, 10, 0.0}; // Light at infinity.
+
 	glLightfv(GL_LIGHT0, GL_POSITION, pos);
 	glLightfv(GL_LIGHT0, GL_DIFFUSE, white);
 	// glLightfv( GL_LIGHT0, GL_AMBIENT, white);
 	// glLightfv( GL_LIGHT0, GL_SPECULAR, white);
 	glEnable(GL_CULL_FACE);
-	
-	//glDisable( GL_LIGHTING );
+
+	// glDisable( GL_LIGHTING );
 	glEnable(GL_LIGHT0);
 	glEnable(GL_CULL_FACE);
 	glCullFace(GL_BACK);
@@ -437,7 +436,7 @@
 	glDisable(GL_TEXTURE_2D);
 
 	glEnable(GL_DEPTH_TEST);
-	//glDisable(GL_LIGHTING);
+	// glDisable(GL_LIGHTING);
 	glShadeModel(GL_SMOOTH);
 	// glDisable(GL_DEPTH_TEST);
 	double t = 0;
@@ -455,9 +454,9 @@
 		} else {
 			m = tobj_tomodel(&omodel);
 			printf("\nHas %d points.\n", m.npoints);
-			if(!testingModelArrays){
-			modelDisplayList = createModelDisplayList(m.d, m.npoints, m.c, m.n, m.t);
-			dlExists = 1;
+			if (!testingModelArrays) {
+				modelDisplayList = createModelDisplayList(m.d, m.npoints, m.c, m.n, m.t);
+				dlExists = 1;
 			} else {
 				LoadModelArrays(m.d, m.npoints, m.c, m.n, m.t);
 				/*
@@ -472,44 +471,32 @@
 				if(ModelArray.texcoords)glTexCoordPointer(2,GL_FLOAT,0,ModelArray.texcoords);
 				*/
 				glGenBuffers(4, buffers);
-				for(int i = 0; i < 4; i++){
-				printf("\nBuffer %d is %d", i , buffers[i]);
-					if(buffers[i] == 0){
+				for (int i = 0; i < 4; i++) {
+					printf("\nBuffer %d is %d", i, buffers[i]);
+					if (buffers[i] == 0) {
 						printf("\nBuffer allocation failed for buffer %d!\n", i);
 						return 1;
 					}
 				}
 				glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
-				glBufferData(GL_ARRAY_BUFFER, 
-							sizeof(GLfloat) * 3 * ModelArray.npoints,
-							ModelArray.points,
-							GL_STATIC_DRAW);
-				if(glMapBuffer(GL_ARRAY_BUFFER,0) == NULL) 
+				glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * ModelArray.npoints, ModelArray.points, GL_STATIC_DRAW);
+				if (glMapBuffer(GL_ARRAY_BUFFER, 0) == NULL)
 					printf("\nglBufferData failed for buffer %d!\n", 0);
-				glBindBufferAsArray(GL_VERTEX_BUFFER, buffers[0],GL_FLOAT,3,0);
-				if(ModelArray.colors){
+				glBindBufferAsArray(GL_VERTEX_BUFFER, buffers[0], GL_FLOAT, 3, 0);
+				if (ModelArray.colors) {
 					glBindBuffer(GL_ARRAY_BUFFER, buffers[1]);
-					glBufferData(GL_ARRAY_BUFFER, 
-								sizeof(GLfloat) * 3 * ModelArray.npoints,
-								ModelArray.colors,
-								GL_STATIC_DRAW);
-					glBindBufferAsArray(GL_COLOR_BUFFER, buffers[1],GL_FLOAT,3,0);
+					glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * ModelArray.npoints, ModelArray.colors, GL_STATIC_DRAW);
+					glBindBufferAsArray(GL_COLOR_BUFFER, buffers[1], GL_FLOAT, 3, 0);
 				}
-				if(ModelArray.normals){
+				if (ModelArray.normals) {
 					glBindBuffer(GL_ARRAY_BUFFER, buffers[2]);
-					glBufferData(GL_ARRAY_BUFFER, 
-								sizeof(GLfloat) * 3 * ModelArray.npoints,
-								ModelArray.normals,
-								GL_STATIC_DRAW);
-					glBindBufferAsArray(GL_NORMAL_BUFFER, buffers[2],GL_FLOAT,3,0);
+					glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * ModelArray.npoints, ModelArray.normals, GL_STATIC_DRAW);
+					glBindBufferAsArray(GL_NORMAL_BUFFER, buffers[2], GL_FLOAT, 3, 0);
 				}
-				if(ModelArray.texcoords){
+				if (ModelArray.texcoords) {
 					glBindBuffer(GL_ARRAY_BUFFER, buffers[3]);
-					glBufferData(GL_ARRAY_BUFFER, 
-								sizeof(GLfloat) * 2 * ModelArray.npoints,
-								ModelArray.texcoords,
-								GL_STATIC_DRAW);
-					glBindBufferAsArray(GL_TEXTURE_COORD_BUFFER,buffers[3],GL_FLOAT,2,0);
+					glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 2 * ModelArray.npoints, ModelArray.texcoords, GL_STATIC_DRAW);
+					glBindBufferAsArray(GL_TEXTURE_COORD_BUFFER, buffers[3], GL_FLOAT, 2, 0);
 				}
 			}
 			freemodel(&m);
@@ -522,9 +509,9 @@
 		int sw = 0, sh = 0, sc = 0; // sc goes unused.
 #if TGL_FEATURE_NO_DRAW_COLOR == 1
 		uchar* source_data = stbi_load("tex_hole.png", &sw, &sh, &sc, 3);
-#else 
+#else
 		uchar* source_data = stbi_load("tex.jpg", &sw, &sh, &sc, 3);
-#endif		
+#endif
 		if (source_data) {
 			tex = loadRGBTexture(source_data, sw, sh);
 			free(source_data);
@@ -531,7 +518,7 @@
 		}
 		// tex =
 	}
-	//glDisable(GL_LIGHTING);
+	// glDisable(GL_LIGHTING);
 	// glEnable( GL_NORMALIZE );
 	// variables for timing:
 	unsigned int frames = 0;
@@ -569,7 +556,7 @@
 		glPushMatrix(); // Pushing on the LookAt Matrix.
 
 		vec3 right = normalizev3(crossv3(camforw, camup));
-		//right.d[1] = 0;
+		// right.d[1] = 0;
 		matrix = (lookAt(campos, addv3(campos, camforw), camup)); // Using right vector to correct for screen rotation.
 		glLoadMatrixf(matrix.d);
 		if (wasdstate[0])
@@ -586,18 +573,20 @@
 			glBindTexture(GL_TEXTURE_2D, tex);
 		// glDisable(GL_BLEND);
 		// Testing blending for textured triangles.
-		//glDisable(GL_DEPTH_TEST);
-		if(doblend){
+		// glDisable(GL_DEPTH_TEST);
+		if (doblend) {
 			glEnable(GL_BLEND);
 			glDepthMask(GL_FALSE);
 			glDisable(GL_DEPTH_TEST);
-		}else  {glDisable(GL_BLEND);}
+		} else {
+			glDisable(GL_BLEND);
+		}
 		glBlendFunc(GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR);
 		glBlendEquation(GL_FUNC_ADD);
 		// glDisable(GL_TEXTURE_2D);
 		// printf("\nNew triangle!\n");
 		if (!dlExists) {
-			if(!testingModelArrays){
+			if (!testingModelArrays) {
 				glDisable(GL_TEXTURE_2D);
 				glBegin(GL_TRIANGLES);
 				// glColor3f(0,0,1);
@@ -617,18 +606,18 @@
 					glEnable(GL_TEXTURE_2D);
 				// glDisable(GL_TEXTURE_2D);
 				glEnable(GL_POLYGON_STIPPLE);
-				//puts("\nUSING ARRAYS!");
+				// puts("\nUSING ARRAYS!");
 				// glDisable(GL_COLOR_MATERIAL);
 				for (unsigned int i = 0; i < count; i++) {
 					glPushMatrix();
-					mat4 horiz_translation = translate((vec3){{8.0 * (i%10),0.0,0.0}});
-					mat4 vert_translation = translate((vec3){{0.0,8.0 * (i/10),0.0}});
-					const mat4 ztranslation = translate((vec3){{0,0,-10}});
-					mat4 total_translation = multm4(multm4(horiz_translation, vert_translation),ztranslation);
+					mat4 horiz_translation = translate((vec3){{8.0 * (i % 10), 0.0, 0.0}});
+					mat4 vert_translation = translate((vec3){{0.0, 8.0 * (i / 10), 0.0}});
+					const mat4 ztranslation = translate((vec3){{0, 0, -10}});
+					mat4 total_translation = multm4(multm4(horiz_translation, vert_translation), ztranslation);
 					glMultMatrixf(total_translation.d);
-					//glTranslatef((float)(i % 10) * 8.0, (float)(i / 10) * 8.0, -10);
+					// glTranslatef((float)(i % 10) * 8.0, (float)(i / 10) * 8.0, -10);
 					glBegin(GL_TRIANGLES);
-					for(uint j = 0; j < ModelArray.npoints; j++)
+					for (uint j = 0; j < ModelArray.npoints; j++)
 						glArrayElement(j);
 					glEnd();
 					glPopMatrix();
@@ -644,12 +633,12 @@
 			// glDisable(GL_COLOR_MATERIAL);
 			for (unsigned int i = 0; i < count; i++) {
 				glPushMatrix();
-				mat4 horiz_translation = translate((vec3){{8.0 * (i%10),0.0,0.0}});
-				mat4 vert_translation = translate((vec3){{0.0,8.0 * (i/10),0.0}});
-				const mat4 ztranslation = translate((vec3){{0,0,-10}});
-				mat4 total_translation = multm4(multm4(horiz_translation, vert_translation),ztranslation);
+				mat4 horiz_translation = translate((vec3){{8.0 * (i % 10), 0.0, 0.0}});
+				mat4 vert_translation = translate((vec3){{0.0, 8.0 * (i / 10), 0.0}});
+				const mat4 ztranslation = translate((vec3){{0, 0, -10}});
+				mat4 total_translation = multm4(multm4(horiz_translation, vert_translation), ztranslation);
 				glMultMatrixf(total_translation.d);
-				//glTranslatef((float)(i % 10) * 8.0, (float)(i / 10) * 8.0, -10);
+				// glTranslatef((float)(i % 10) * 8.0, (float)(i / 10) * 8.0, -10);
 				glCallList(modelDisplayList);
 				// drawModel(
 				// m.d, m.npoints,
@@ -675,18 +664,16 @@
 			fprintf(stderr, "SDL ERROR: Can't lock screen: %s\n", SDL_GetError());
 			return 1;
 		}
-		if(testingCopyImage2D && doTextures){
+		if (testingCopyImage2D && doTextures) {
 			glBindTexture(GL_TEXTURE_2D, tex);
 			glReadBuffer(GL_FRONT);
-			glCopyTexImage2D(	
-				GL_TEXTURE_2D, //1
-			 	0,//2
-			 	GL_RGBA, //3
-			 	0,//4
-			 	256,//5
-			 	256,//6
-			 	256,
-			 	0);
+			glCopyTexImage2D(GL_TEXTURE_2D, // 1
+							 0,				// 2
+							 GL_RGBA,		// 3
+							 0,				// 4
+							 256,			// 5
+							 256,			// 6
+							 256, 0);
 		}
 		/*
 		printf("\nRMASK IS %u",screen->format->Rmask);
@@ -729,7 +716,8 @@
 	// cleanup:
 	glDeleteTextures(1, &tex);
 	// glDeleteList(modelDisplayList);
-	if(dlExists) glDeleteLists(modelDisplayList, 1);
+	if (dlExists)
+		glDeleteLists(modelDisplayList, 1);
 	FreeModelArray();
 	ZB_close(frameBuffer);
 	glClose();
--- a/SDL_Examples/texture.c
+++ b/SDL_Examples/texture.c
@@ -1,7 +1,7 @@
 /* texture.c */
 /*
  * Texture test written by Gek
- * 
+ *
  */
 //#define PLAY_MUSIC
 
@@ -56,7 +56,7 @@
 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-	if(!do1D)
+	if (!do1D)
 		glTexImage2D(GL_TEXTURE_2D, 0, 3, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, buf);
 	else
 		glTexImage1D(GL_TEXTURE_1D, 0, 3, w, 0, GL_RGB, GL_UNSIGNED_BYTE, buf + Row1D * w * 3);
@@ -63,13 +63,13 @@
 	return t;
 }
 
-GLuint postProcessingStep(GLint x, GLint y, GLuint pixel, GLushort z){
+GLuint postProcessingStep(GLint x, GLint y, GLuint pixel, GLushort z) {
 #if TGL_FEATURE_RENDER_BITS == 32
-//32 bit pixel
-	return pixel & 0x8F8F8F; //Half color mode.
+	// 32 bit pixel
+	return pixel & 0x8F8F8F; // Half color mode.
 #else
-//16 bit mode
-	return pixel & (63<<5); //Solid green
+	// 16 bit mode
+	return pixel & (63 << 5); // Solid green
 #endif
 }
 
@@ -78,9 +78,9 @@
 	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 	glEnable(GL_TEXTURE_2D);
 	glBindTexture(GL_TEXTURE_2D, tex);
-	
-	if(dorect)
-		glColor3f(1.0,1.0,1.0);
+
+	if (dorect)
+		glColor3f(1.0, 1.0, 1.0);
 	glBegin(GL_TRIANGLES);
 	// TRIANGLE 1,
 	glTexCoord2f(0, 0);
@@ -89,7 +89,7 @@
 	glTexCoord2f(1 * texture_mult, -1 * texture_mult);
 	glVertex3f(1, 1, 0.5);
 
-	glTexCoord2f(0, -1* texture_mult);
+	glTexCoord2f(0, -1 * texture_mult);
 	glVertex3f(-1, 1, 0.5);
 	// TRIANGLE 2
 	glTexCoord2f(0, 0);
@@ -101,27 +101,23 @@
 	glTexCoord2f(1 * texture_mult, -1 * texture_mult);
 	glVertex3f(1, 1, 0.5);
 	glEnd();
-	if(dorect)
-		{
-			//glDisable(GL_DEPTH_TEST);glDepthMask(GL_FALSE);
-			glDisable(GL_TEXTURE_2D);
-			glColor3f(1.0,0,0); 
-			glRectf(0, 0, 1, 1); 
-			//glEnable(GL_DEPTH_TEST);glDepthMask(GL_TRUE);
-		}
-	if(doPostProcess) glPostProcess(postProcessingStep); //do a post processing step on the rendered geometry.
+	if (dorect) {
+		// glDisable(GL_DEPTH_TEST);glDepthMask(GL_FALSE);
+		glDisable(GL_TEXTURE_2D);
+		glColor3f(1.0, 0, 0);
+		glRectf(0, 0, 1, 1);
+		// glEnable(GL_DEPTH_TEST);glDepthMask(GL_TRUE);
+	}
+	if (doPostProcess)
+		glPostProcess(postProcessingStep); // do a post processing step on the rendered geometry.
 }
 
-
-
 void initScene() {
 
-
-
 	glEnable(GL_CULL_FACE);
 	// glDisable( GL_CULL_FACE );
 	glDisable(GL_BLEND);
-	//glEnable(GL_LIGHTING);
+	// glEnable(GL_LIGHTING);
 	glEnable(GL_TEXTURE_2D);
 	glDisable(GL_LIGHTING);
 	// glEnable( GL_LIGHT0 );
@@ -172,7 +168,7 @@
 				fps = strtoull(argv[i], 0, 10);
 			if (!strcmp(larg, "-texscale"))
 				texture_mult = atof(argv[i]);
-			if (!strcmp(larg, "-1D")){
+			if (!strcmp(larg, "-1D")) {
 				do1D = 1;
 				Row1D = atoi(argv[i]);
 			}
@@ -212,7 +208,7 @@
 	printf("\nBSHIFT IS %u", screen->format->Bshift);
 	printf("\nASHIFT IS %u\n", screen->format->Ashift);
 	fflush(stdout);
-	
+
 #ifdef PLAY_MUSIC
 	track* myTrack = NULL;
 	myTrack = lmus("WWGW.mp3");
@@ -223,7 +219,6 @@
 
 	// initialize TinyGL:
 
-
 	switch (screen->format->BitsPerPixel) {
 	case 16:
 
@@ -238,10 +233,10 @@
 		break;
 	}
 	ZBuffer* frameBuffer = NULL;
-	if(TGL_FEATURE_RENDER_BITS == 32)
-	 frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_RGBA, 0);
+	if (TGL_FEATURE_RENDER_BITS == 32)
+		frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_RGBA, 0);
 	else
-	 frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_5R6G5B, 0);
+		frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_5R6G5B, 0);
 	glInit(frameBuffer);
 
 	// initialize GL:
@@ -289,22 +284,20 @@
 			}
 
 		// draw scene:
-		
+
 		draw();
 		glDrawText((unsigned char*)"\nBlitting text\nto the screen!", 0, 0, 0x000000FF);
-		glPixelZoom(2.0,0.7);
-		glRasterPos3f(0,-1,fabs(sinf(frames_notreset/200.0)));
+		glPixelZoom(2.0, 0.7);
+		glRasterPos3f(0, -1, fabs(sinf(frames_notreset / 200.0)));
 		{
 			GLint xsize, ysize;
-			void* data = glGetTexturePixmap(tex2, 0, &xsize,  &ysize);
-			//for(int i = 0; i < winSizeX; i++)
-			//for(int j = 0; j < winSizeY; j++){
-				//glPlotPixel(i,j,rand() & 0xFFFFFF);
+			void* data = glGetTexturePixmap(tex2, 0, &xsize, &ysize);
+			// for(int i = 0; i < winSizeX; i++)
+			// for(int j = 0; j < winSizeY; j++){
+			// glPlotPixel(i,j,rand() & 0xFFFFFF);
 			//}
-			if(data)
-				glDrawPixels(xsize,ysize, GL_RGB, 
-				(TGL_FEATURE_RENDER_BITS==32)?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT, data
-				);
+			if (data)
+				glDrawPixels(xsize, ysize, GL_RGB, (TGL_FEATURE_RENDER_BITS == 32) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, data);
 		}
 		// swap buffers:
 		if (SDL_MUSTLOCK(screen) && (SDL_LockSurface(screen) < 0)) {
--- a/include-demo/stringutil.h
+++ b/include-demo/stringutil.h
@@ -22,6 +22,14 @@
 #define strcataf2 strcatallocf2
 #define strcatafb strcatallocfb
 #endif
+
+#ifndef LOOP
+
+//Loop without errors!
+#define LOOP(v, e)\
+for(unsigned long long v = 0, __internal_##v = 0; __internal_##v < e; __internal_##v++, v = __internal_##v)
+
+#endif
 //Strcat but with malloc.
 static inline char* strcatalloc(const char* s1, const char* s2){
 	char* d = NULL; d = STRUTIL_ALLOC(strlen(s1) + strlen(s2) + 1);