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authorRay <[email protected]>2017-12-15 13:28:33 +0100
committerGitHub <[email protected]>2017-12-15 13:28:33 +0100
commitbcdde6c65af3eee20ce3a142eec800dece759c17 (patch)
tree010601d5ad8b990acbc251dab448eabd134f3542 /src/rlgl.h
parent35d54dd7e4b317cb7c7a2c89db420335d3d9870c (diff)
parent2affac820e64393ac4294c53c1a7f47742e8dec9 (diff)
downloadraylib-bcdde6c65af3eee20ce3a142eec800dece759c17.tar.gz
raylib-bcdde6c65af3eee20ce3a142eec800dece759c17.zip
Merge pull request #420 from questor/develop
Develop
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h9
1 files changed, 7 insertions, 2 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 2e67c699..93afb44e 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -440,6 +440,9 @@ void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update ve
void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
+// Debug Marker for Analysis
+void rlSetMarker(const char *text);
+
// NOTE: There is a set of shader related functions that are available to end user,
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
@@ -456,11 +459,13 @@ Texture2D GetTextureDefault(void); // Get default texture
// Shader configuration functions
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 SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float)
+void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
+Matrix GetMatrixModelview();
+
// Texture maps generation (PBR)
// NOTE: Required shaders should be provided