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authorraysan5 <[email protected]>2016-05-03 19:20:25 +0200
committerraysan5 <[email protected]>2016-05-03 19:20:25 +0200
commit8301980ba8f917dd445b346332c48ec3b2447511 (patch)
tree580e6fbc19693561891e0aeb05d64a5260f6645f /src/rlgl.h
parent5f73850fa675530d6933d85a6d80684106beff69 (diff)
downloadraylib-8301980ba8f917dd445b346332c48ec3b2447511.tar.gz
raylib-8301980ba8f917dd445b346332c48ec3b2447511.zip
Clean up and consistency review
- Renamed some functions for consistency (default buffers) - Removed mystrdup() function (implemented inline) - Renamed TextFileRead() to ReadTextFile()
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h16
1 files changed, 4 insertions, 12 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 714961e1..cd8e6d1d 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -292,11 +292,6 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-void PrintProjectionMatrix(void); // DEBUG: Print projection matrix
-void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
-#endif
-
#if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
@@ -309,13 +304,10 @@ void SetCustomShader(Shader shader); // Set custo
void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
-int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
-void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
-void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
-void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
-void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
-void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
+int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
+void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
+void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
#endif