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| c.Camera2D.Offset = rl.Vector2(vectors.Vec2{X: float32(width), Y: float32(height)}.Scale(0.5)) | ||
| fb := s.FrameBuffer2D.GetUnsafe(s.mainCamera) | ||
| rl.UnloadRenderTexture(fb.Texture) | ||
| fb.Texture = rl.LoadRenderTexture(int32(width), int32(height)) |
Check failure
Code scanning / gosec
integer overflow conversion uint64 -> uint32 Error
| c.Camera2D.Offset = rl.Vector2(vectors.Vec2{X: float32(width), Y: float32(height)}.Scale(0.5)) | ||
| fb := s.FrameBuffer2D.GetUnsafe(s.mainCamera) | ||
| rl.UnloadRenderTexture(fb.Texture) | ||
| fb.Texture = rl.LoadRenderTexture(int32(width), int32(height)) |
Check failure
Code scanning / gosec
integer overflow conversion uint64 -> uint32 Error
| c.Offset = rl.Vector2(vectors.Vec2{X: float32(width), Y: float32(height)}.Scale(0.5)) | ||
| fb := s.FrameBuffer2D.GetUnsafe(s.minimapCamera) | ||
| rl.UnloadRenderTexture(fb.Texture) | ||
| fb.Texture = rl.LoadRenderTexture(int32(width), int32(height)) |
Check failure
Code scanning / gosec
integer overflow conversion uint64 -> uint32 Error
| c.Offset = rl.Vector2(vectors.Vec2{X: float32(width), Y: float32(height)}.Scale(0.5)) | ||
| fb := s.FrameBuffer2D.GetUnsafe(s.minimapCamera) | ||
| rl.UnloadRenderTexture(fb.Texture) | ||
| fb.Texture = rl.LoadRenderTexture(int32(width), int32(height)) |
Check failure
Code scanning / gosec
integer overflow conversion uint64 -> uint32 Error
| s.monitorHeight = rl.GetScreenHeight() | ||
| fb := s.FrameBuffer2D.GetUnsafe(s.frameBuffer) | ||
| rl.UnloadRenderTexture(fb.Texture) | ||
| fb.Texture = rl.LoadRenderTexture(int32(s.monitorWidth), int32(s.monitorHeight)) |
Check failure
Code scanning / gosec
integer overflow conversion uint64 -> uint32 Error
| s.monitorHeight = rl.GetScreenHeight() | ||
| fb := s.FrameBuffer2D.GetUnsafe(s.frameBuffer) | ||
| rl.UnloadRenderTexture(fb.Texture) | ||
| fb.Texture = rl.LoadRenderTexture(int32(s.monitorWidth), int32(s.monitorHeight)) |
Check failure
Code scanning / gosec
integer overflow conversion uint64 -> uint32 Error
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