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authorraysan5 <raysan5@gmail.com>2016-01-21 01:03:43 +0100
committerraysan5 <raysan5@gmail.com>2016-01-21 01:03:43 +0100
commit68ba34c17b01c2d57bf26ff7e817ed2ec6292f11 (patch)
tree2dbaf584e4146ef3a903ff5f04bb71de0f93bca8 /src
parenta286d9166bcf49c7ed33d582ea0e1bd50851b86c (diff)
downloadraylib-68ba34c17b01c2d57bf26ff7e817ed2ec6292f11.tar.gz
raylib-68ba34c17b01c2d57bf26ff7e817ed2ec6292f11.zip
Updated struct types
Diffstat (limited to 'src')
-rw-r--r--src/rlgl.h22
1 files changed, 13 insertions, 9 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index fbece962..76cae987 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -36,12 +36,7 @@
#include "utils.h" // Required for function TraceLog()
#endif
-#if defined(RLGL_STANDALONE)
- #define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation)
- #define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint)
- #define RAYMATH_STANDALONE // Not dependent on raylib.h structs: Vector3, Matrix
- #include "raymath.h" // Required for Vector3 and Matrix functions
-#endif
+#include "raymath.h"
// Select desired OpenGL version
// NOTE: Those preprocessor defines are only used on rlgl module,
@@ -131,6 +126,12 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} TextureFormat;
+
+ // Bounding box type
+ typedef struct BoundingBox {
+ Vector3 min;
+ Vector3 max;
+ } BoundingBox;
// Mesh with vertex data type
// NOTE: If using OpenGL 1.1, data loaded in CPU; if OpenGL 3.3+ data loaded in GPU (vaoId)
@@ -177,10 +178,13 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
} Shader;
// Texture2D type
+ // NOTE: Data stored in GPU memory
typedef struct Texture2D {
- unsigned int id; // Texture id
- int width;
- int height;
+ unsigned int id; // OpenGL texture id
+ int width; // Texture base width
+ int height; // Texture base height
+ int mipmaps; // Mipmap levels, 1 by default
+ int format; // Data format (TextureFormat)
} Texture2D;
// 3d Model type