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-rw-r--r--examples/oculus_glfw_sample/rlgl.h11
1 files changed, 7 insertions, 4 deletions
diff --git a/examples/oculus_glfw_sample/rlgl.h b/examples/oculus_glfw_sample/rlgl.h
index e7e60036..2a578a1f 100644
--- a/examples/oculus_glfw_sample/rlgl.h
+++ b/examples/oculus_glfw_sample/rlgl.h
@@ -32,15 +32,15 @@
//#define RLGL_STANDALONE // NOTE: To use rlgl as standalone lib, just uncomment this line
#ifndef RLGL_STANDALONE
- #include "raylib.h" // Required for typedef(s): Model, Shader, Texture2D
- #include "utils.h" // Required for function TraceLog()
+ #include "raylib.h" // Required for: Model, Shader, Texture2D
+ #include "utils.h" // Required for: TraceLog()
#endif
#ifdef RLGL_STANDALONE
#define RAYMATH_STANDALONE
#endif
-#include "raymath.h" // Required for types: Vector3, Matrix
+#include "raymath.h" // Required for: Vector3, Matrix
// Select desired OpenGL version
// NOTE: Those preprocessor defines are only used on rlgl module,
@@ -291,7 +291,7 @@ int rlGetVersion(void); // Returns current OpenGL versio
//------------------------------------------------------------------------------------
void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
void rlglClose(void); // De-init rlgl
-void rlglDraw(Matrix mvp); // Draw VAO/VBO
+void rlglDraw(void); // Draw VAO/VBO
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
@@ -329,6 +329,9 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S
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 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)
+
void BeginShaderMode(Shader shader); // Begin custom shader drawing
void EndShaderMode(void); // End custom shader drawing (use default shader)
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)