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| author | raysan5 <raysan5@gmail.com> | 2016-05-31 17:11:02 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-05-31 17:11:02 +0200 |
| commit | cac2a66debd0f2d3ef8195940f8e2744d539d19a (patch) | |
| tree | 423a8c52e5eda51008580f9c919a78034766204c /src/rlgl.h | |
| parent | caa7bc366b949310fbb9c7eafbb9fa7050e1514a (diff) | |
| download | raylib-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.h | 9 |
1 files changed, 6 insertions, 3 deletions
@@ -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 |
