@@ -555,7 +555,7 @@ void DrawSphere(Vector3 centerPos, float radius, Color color)
555555// Draw sphere with extended parameters
556556void DrawSphereEx (Vector3 centerPos , float radius , int rings , int slices , Color color )
557557{
558- // int numVertex = (rings + 2)*slices*6;
558+ int numVertex = (rings + 2 )* slices * 6 ;
559559 rlCheckRenderBatchLimit (numVertex );
560560
561561 rlPushMatrix ();
@@ -598,7 +598,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
598598// Draw sphere wires
599599void DrawSphereWires (Vector3 centerPos , float radius , int rings , int slices , Color color )
600600{
601- // int numVertex = (rings + 2)*slices*6;
601+ int numVertex = (rings + 2 )* slices * 6 ;
602602 rlCheckRenderBatchLimit (numVertex );
603603
604604 rlPushMatrix ();
@@ -645,7 +645,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
645645{
646646 if (sides < 3 ) sides = 3 ;
647647
648- // int numVertex = sides*6;
648+ int numVertex = sides * 6 ;
649649 rlCheckRenderBatchLimit (numVertex );
650650
651651 rlPushMatrix ();
@@ -704,7 +704,7 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e
704704{
705705 if (sides < 3 ) sides = 3 ;
706706
707- // int numVertex = sides*6;
707+ int numVertex = sides * 6 ;
708708 rlCheckRenderBatchLimit (numVertex );
709709
710710 Vector3 direction = { endPos .x - startPos .x , endPos .y - startPos .y , endPos .z - startPos .z };
@@ -763,7 +763,7 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
763763{
764764 if (sides < 3 ) sides = 3 ;
765765
766- // int numVertex = sides*8;
766+ int numVertex = sides * 8 ;
767767 rlCheckRenderBatchLimit (numVertex );
768768
769769 rlPushMatrix ();
@@ -797,7 +797,7 @@ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, fl
797797{
798798 if (sides < 3 ) sides = 3 ;
799799
800- // int numVertex = sides*6;
800+ int numVertex = sides * 6 ;
801801 rlCheckRenderBatchLimit (numVertex );
802802
803803 Vector3 direction = { endPos .x - startPos .x , endPos .y - startPos .y , endPos .z - startPos .z };
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