aboutsummaryrefslogtreecommitdiff
path: root/src/rlgl.h
diff options
context:
space:
mode:
authorraysan5 <raysan5@gmail.com>2016-05-31 17:11:02 +0200
committerraysan5 <raysan5@gmail.com>2016-05-31 17:11:02 +0200
commitcac2a66debd0f2d3ef8195940f8e2744d539d19a (patch)
tree423a8c52e5eda51008580f9c919a78034766204c /src/rlgl.h
parentcaa7bc366b949310fbb9c7eafbb9fa7050e1514a (diff)
downloadraylib-cac2a66debd0f2d3ef8195940f8e2744d539d19a.tar.gz
raylib-cac2a66debd0f2d3ef8195940f8e2744d539d19a.zip
Improved library consistency
Functions renamed to improve library consistency
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h9
1 files changed, 6 insertions, 3 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 23ad29fb..ccf2b36a 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -317,9 +317,9 @@ void *rlglReadTexturePixels(Texture2D texture); // Read text
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
void UnloadShader(Shader shader); // Unload a custom shader from memory
-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
+
Shader GetDefaultShader(void); // Get default shader
+Shader GetStandardShader(void); // Get default shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
@@ -327,7 +327,10 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
-void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
+void BeginShaderMode(Shader shader); // Begin custom shader drawing
+void EndShaderMode(void); // End custom shader drawing (use default shader)
+void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
+void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
void DestroyLight(Light light); // Destroy a light and take it out of the list