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| author | Joshua Reisenauer <kd7tck@msn.com> | 2016-05-19 15:31:56 -0700 |
|---|---|---|
| committer | Joshua Reisenauer <kd7tck@msn.com> | 2016-05-19 15:31:56 -0700 |
| commit | 847944e24047cb3e2a2c6dfd6dfaa3667cf6f830 (patch) | |
| tree | 0538b0b3b4fb1238cd66fd7c81f28a3c2c5bf1bc /src/rlgl.h | |
| parent | b10425492ac692d7c53001290e3d0b678df634b0 (diff) | |
| parent | 8bbbe8cd76d93bc85810fd13a6cb6c4df18bd30d (diff) | |
| download | raylib-847944e24047cb3e2a2c6dfd6dfaa3667cf6f830.tar.gz raylib-847944e24047cb3e2a2c6dfd6dfaa3667cf6f830.zip | |
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into newaudio
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 9 |
1 files changed, 7 insertions, 2 deletions
@@ -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 |
