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authorRob Loach <[email protected]>2023-01-28 06:13:09 -0500
committerGitHub <[email protected]>2023-01-28 12:13:09 +0100
commit7fff1ba0b035cc4f9ac5d1711686299b074baea1 (patch)
tree902c2d90f3614bc050d78c07097877b0d670cd1a /src/raylib.h
parent0b42da4085e4ef840c069e9de8f694d1540b573d (diff)
downloadraylib-7fff1ba0b035cc4f9ac5d1711686299b074baea1.tar.gz
raylib-7fff1ba0b035cc4f9ac5d1711686299b074baea1.zip
ADDED: IsModelReady(), IsMaterialReady(), IsTextureReady(), IsRenderTextureReady() (#2895)
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 168b1044..e0b7a315 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1311,7 +1311,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
+RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
+RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
@@ -1441,6 +1443,7 @@ RLAPI void DrawGrid(int slices, float spacing);
// Model management functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
+RLAPI bool IsModelReady(Model model); // Check if a model is ready
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
@@ -1481,6 +1484,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// Material loading/unloading functions
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh