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| author | raysan5 <[email protected]> | 2016-05-03 19:20:25 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2016-05-03 19:20:25 +0200 |
| commit | 8301980ba8f917dd445b346332c48ec3b2447511 (patch) | |
| tree | 580e6fbc19693561891e0aeb05d64a5260f6645f /src/rlgl.h | |
| parent | 5f73850fa675530d6933d85a6d80684106beff69 (diff) | |
| download | raylib-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.h | 16 |
1 files changed, 4 insertions, 12 deletions
@@ -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 |
