diff options
| author | Ray <[email protected]> | 2022-10-06 00:56:18 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2022-10-06 00:56:18 +0200 |
| commit | 7a15861d442fa8db6c9ab783e1f8eba50e2954ef (patch) | |
| tree | c20623fe3f26a63e1011710bea4d1194f9320d7c /src | |
| parent | 26969c2c38cfea301a570714a13ebd5fd6764708 (diff) | |
| download | raylib-7a15861d442fa8db6c9ab783e1f8eba50e2954ef.tar.gz raylib-7a15861d442fa8db6c9ab783e1f8eba50e2954ef.zip | |
Update rlgl.h
Diffstat (limited to 'src')
| -rw-r--r-- | src/rlgl.h | 10 |
1 files changed, 5 insertions, 5 deletions
@@ -450,7 +450,7 @@ typedef enum { #define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO #define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS -// Shader uniform data type +// Shader uniform data type typedef enum { RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float) @@ -1814,14 +1814,14 @@ void rlSetBlendMode(int mode) { // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors() glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); - + } break; case RL_BLEND_CUSTOM_SEPARATE: { // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate() glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha); glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha); - + } break; default: break; } @@ -1843,7 +1843,7 @@ void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation) RLGL.State.glBlendSrcFactor = glSrcFactor; RLGL.State.glBlendDstFactor = glDstFactor; RLGL.State.glBlendEquation = glEquation; - + RLGL.State.glCustomBlendModeModified = true; } #endif @@ -1866,7 +1866,7 @@ void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int g RLGL.State.glBlendDestFactorAlpha = glDstAlpha; RLGL.State.glBlendEquationRGB = glEqRGB; RLGL.State.glBlendEquationAlpha = glEqAlpha; - + RLGL.State.glCustomBlendModeModified = true; } #endif |
