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| author | raysan5 <raysan5@gmail.com> | 2016-04-01 10:39:33 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-04-01 10:39:33 +0200 |
| commit | 06a8d7eb06e1573d5cce991ca39f6cb1067ea6fb (patch) | |
| tree | 588520d9c1f4620a8a1e362f165a9214afe5d9e4 /src/rlgl.h | |
| parent | 108055cd62bdc792e685db5c5640e6d70259b067 (diff) | |
| download | raylib-06a8d7eb06e1573d5cce991ca39f6cb1067ea6fb.tar.gz raylib-06a8d7eb06e1573d5cce991ca39f6cb1067ea6fb.zip | |
Remove old postprocessing system
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 6 |
1 files changed, 0 insertions, 6 deletions
@@ -267,7 +267,6 @@ void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) int rlGetVersion(void); // Returns current OpenGL version -void rlEnablePostproFBO(void); // Enable rendering to postprocessing FBO //------------------------------------------------------------------------------------ // Functions Declaration - rlgl functionality @@ -285,9 +284,6 @@ void rlglGenerateMipmaps(Texture2D texture); // Gene // NOTE: There is a set of shader related functions that are available to end user, // to avoid creating function wrappers through core module, they have been directly declared in raylib.h -void rlglInitPostpro(void); // Initialize postprocessing system -void rlglDrawPostpro(void); // Draw with postprocessing shader - Model rlglLoadModel(Mesh mesh); // Upload vertex data into GPU and provided VAO/VBO ids void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires); @@ -309,11 +305,9 @@ void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations 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 void SetDefaultShader(void); // Set default shader to be used in batch draw void SetModelShader(Model *model, Shader shader); // Link a shader to a model -bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) |
