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authorRay <raysan5@gmail.com>2015-08-31 01:16:34 +0200
committerRay <raysan5@gmail.com>2015-08-31 01:16:34 +0200
commit60194753d7b8abcdec3df2a502ccd29a1076bb7c (patch)
tree47df863966fee50bd3a10d195c3f8274b4ed5ee6 /src/rlgl.h
parent3a9ed0e8462570e30d92e2aa8c0ff3cf655ef863 (diff)
parent808aeabf4c2ab0828e4f7806b75d95dc1b5ab212 (diff)
downloadraylib-60194753d7b8abcdec3df2a502ccd29a1076bb7c.tar.gz
raylib-60194753d7b8abcdec3df2a502ccd29a1076bb7c.zip
Merge pull request #26 from raysan5/develop
Develop branch integration
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index af312596..172b4868 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -4,7 +4,7 @@
*
* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version:
* OpenGL 1.1 - Direct map rl* -> gl*
-* OpenGL 3.3+ - Vertex data is stored in VAOs, call rlglDraw() to render
+* OpenGL 3.3 - Vertex data is stored in VAOs, call rlglDraw() to render
* OpenGL ES 2 - Vertex data is stored in VBOs or VAOs (when available), call rlglDraw() to render
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
@@ -270,7 +270,7 @@ void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
-unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load a custom shader and return program id
+unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
void UnloadShader(Shader shader); // Unload a custom shader from memory
void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw