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authorraysan5 <raysan5@gmail.com>2016-05-18 13:22:14 +0200
committerraysan5 <raysan5@gmail.com>2016-05-18 13:22:14 +0200
commit037edbaa1322a2174d91c7aeacc9170f5b6913cb (patch)
treee67c84d7c3256729c779c1ffbe2dc3993a89a7fb /src/rlgl.h
parentbc08271da3e68d2880f4ef712c13e88b99f1021d (diff)
downloadraylib-037edbaa1322a2174d91c7aeacc9170f5b6913cb.tar.gz
raylib-037edbaa1322a2174d91c7aeacc9170f5b6913cb.zip
Reorganize data for consistency
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 7b88bc9e..a33e3a0a 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -256,6 +256,8 @@ void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
void rlEnableDepthTest(void); // Enable depth test
void rlDisableDepthTest(void); // Disable depth test
+void rlEnableWireMode(void); // Enable wire mode
+void rlDisableWireMode(void); // Disable wire mode
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
@@ -277,8 +279,11 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture
-void rlglLoadMesh(Mesh *mesh); // Upload vertex data into GPU and provided VAO/VBO ids
-void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires);
+
+void rlglLoadMesh(Mesh *mesh); // Upload vertex data into GPU and provided VAO/VBO ids
+void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
+void rlglDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
+void rlglUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates