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authorRay <raysan5@gmail.com>2016-01-11 19:47:17 +0100
committerRay <raysan5@gmail.com>2016-01-11 19:47:17 +0100
commitbb49102a4b5ae7bf6a34b437b133e8c5e3557f8d (patch)
treedad410c2320a3a2b021c724d3b512a17d83cdf5d /src/raylib.h
parent5e7686695fcfe32bbf956990ced0a02b7c881af1 (diff)
parent4cc394c376c83926da67afe14855d2a3e2b06cfd (diff)
downloadraylib-bb49102a4b5ae7bf6a34b437b133e8c5e3557f8d.tar.gz
raylib-bb49102a4b5ae7bf6a34b437b133e8c5e3557f8d.zip
Merge pull request #73 from victorfisac/develop
World to screen conversion and little review
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h23
1 files changed, 2 insertions, 21 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 4d8d104d..d6b28e53 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -527,7 +527,8 @@ void EndDrawing(void); // End canvas drawin
void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
-Ray GetMouseRay(Vector2 mousePosition, Camera camera); // TODO: Returns a ray trace from mouse position
+Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
+Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
void SetTargetFPS(int fps); // Set target FPS (maximum)
float GetFPS(void); // Returns current FPS
@@ -787,26 +788,6 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
//----------------------------------------------------------------------------------
-// Lighting System Functions (engine-module: lighting)
-// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
-//----------------------------------------------------------------------------------
-// Lights functions
-void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer
-void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer
-void SetLightIntensity(Light *light, float intensity); // Set light intensity value
-void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color)
-void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color)
-void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color)
-void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier)
-
-// Materials functions
-void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color)
-void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter)
-void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color)
-void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100)
-void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier)
-
-//----------------------------------------------------------------------------------
// Physics System Functions (engine-module: physics)
//----------------------------------------------------------------------------------
void InitPhysics(void); // Initialize all internal physics values