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RLAPIboolIsShaderValid(Shadershader); // Check if a shader is valid (loaded on GPU)
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RLAPIintGetShaderLocation(Shadershader, constchar*uniformName); // Get shader uniform location
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RLAPIintGetShaderLocationAttrib(Shadershader, constchar*attribName); // Get shader attribute location
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RLAPIvoidSetShaderValue(Shadershader, intlocIndex, constvoid*value, intuniformType); // Set shader uniform value
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RLAPIvoidSetShaderValueV(Shadershader, intlocIndex, constvoid*value, intuniformType, intcount); // Set shader uniform value vector
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RLAPIvoidSetShaderValueMatrix(Shadershader, intlocIndex, Matrixmat); // Set shader uniform value (matrix 4x4)
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RLAPIvoidSetShaderValue(Shadershader, intlocIndex, constvoid*value, intuniformType); // Set shader uniform value
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RLAPIvoidSetShaderValueV(Shadershader, intlocIndex, constvoid*value, intuniformType, intcount); // Set shader uniform value vector
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RLAPIvoidSetShaderValueMatrix(Shadershader, intlocIndex, Matrixmat); // Set shader uniform value (matrix 4x4)
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RLAPIvoidSetShaderValueTexture(Shadershader, intlocIndex, Texture2Dtexture); // Set shader uniform value and bind the texture (sampler2d)
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RLAPIvoidUnloadShader(Shadershader); // Unload shader from GPU memory (VRAM)
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@@ -1175,10 +1175,10 @@ RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *
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RLAPI unsignedchar*DecompressData(constunsigned char*compData, intcompDataSize, int*dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
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RLAPIchar*EncodeDataBase64(constunsigned char*data, intdataSize, int*outputSize); // Encode data to Base64 string (includes NULL terminator), memory must be MemFree()
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RLAPI unsignedchar*DecodeDataBase64(constchar*text, int*outputSize); // Decode Base64 string (expected NULL terminated), memory must be MemFree()
RLAPIAutomationEventListLoadAutomationEventList(constchar*fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
@@ -1281,7 +1281,7 @@ RLAPI void DrawLineDashed(Vector2 startPos, Vector2 endPos, int dashSize, int sp
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RLAPIvoidDrawCircle(intcenterX, intcenterY, floatradius, Colorcolor); // Draw a color-filled circle
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RLAPIvoidDrawCircleV(Vector2center, floatradius, Colorcolor); // Draw a color-filled circle (Vector version)
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RLAPIvoidDrawCircleGradient(Vector2center, floatradius, Colorinner, Colorouter); // Draw a gradient-filled circle
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RLAPIvoidDrawCircleSector(Vector2center, floatradius, floatstartAngle, floatendAngle, intsegments, Colorcolor); // Draw a piece of a circle
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RLAPIvoidDrawCircleSector(Vector2center, floatradius, floatstartAngle, floatendAngle, intsegments, Colorcolor); // Draw a piece of a circle
RLAPIvoidDrawModelWires(Modelmodel, Vector3position, floatscale, Colortint); // Draw a model wires (with texture if set)
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RLAPIvoidDrawModelWiresEx(Modelmodel, Vector3position, Vector3rotationAxis, floatrotationAngle, Vector3scale, Colortint); // Draw a model wires (with texture if set) with extended parameters
RLAPIvoidDrawBillboard(Cameracamera, Texture2Dtexture, Vector3position, floatscale, Colortint); // Draw a billboard texture
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RLAPIvoidDrawBillboard(Cameracamera, Texture2Dtexture, Vector3position, floatscale, Colortint); // Draw a billboard texture
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RLAPIvoidDrawBillboardRec(Cameracamera, Texture2Dtexture, Rectanglesource, Vector3position, Vector2size, Colortint); // Draw a billboard texture defined by source
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RLAPIvoidDrawBillboardPro(Cameracamera, Texture2Dtexture, Rectanglesource, Vector3position, Vector3up, Vector2size, Vector2origin, floatrotation, Colortint); // Draw a billboard texture defined by source and rotation
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