diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/core.c | 12 | ||||
| -rw-r--r-- | src/raylib.h | 10 | ||||
| -rw-r--r-- | src/rlgl.c | 2 |
3 files changed, 12 insertions, 12 deletions
@@ -117,7 +117,7 @@ #include <stdlib.h> // Required for: malloc(), free(), rand(), atexit() #include <stdint.h> // Required for: typedef unsigned long long int uint64_t, used by hi-res timer #include <time.h> // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!) -#include <math.h> // Required for: tan() [Used in Begin3dMode() to set perspective] +#include <math.h> // Required for: tan() [Used in BeginMode3D() to set perspective] #include <string.h> // Required for: strrchr(), strcmp() //#include <errno.h> // Macros for reporting and retrieving error conditions through error codes #include <ctype.h> // Required for: tolower() [Used in IsFileExtension()] @@ -888,7 +888,7 @@ void EndDrawing(void) } // Initialize 2D mode with custom camera (2D) -void Begin2dMode(Camera2D camera) +void BeginMode2D(Camera2D camera) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) @@ -906,7 +906,7 @@ void Begin2dMode(Camera2D camera) } // Ends 2D mode with custom camera -void End2dMode(void) +void EndMode2D(void) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) @@ -914,7 +914,7 @@ void End2dMode(void) } // Initializes 3D mode with custom camera (3D) -void Begin3dMode(Camera camera) +void BeginMode3D(Camera3D camera) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) @@ -954,7 +954,7 @@ void Begin3dMode(Camera camera) } // Ends 3D mode and returns to default 2D orthographic mode -void End3dMode(void) +void EndMode3D(void) { rlglDraw(); // Process internal buffers (update + draw) @@ -2912,7 +2912,7 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height) rlLoadIdentity(); // Reset current matrix (MODELVIEW) rlClearScreenBuffers(); // Clear screen buffers (color and depth) - // Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode()) + // Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D()) // NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor, // for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported) screenWidth = width; diff --git a/src/raylib.h b/src/raylib.h index 6d3aaaf9..b5a6a191 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -6,7 +6,7 @@ * - Written in plain C code (C99) in PascalCase/camelCase notation * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile) * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] -* - Powerful fonts module with SpriteFonts support (XNA fonts, AngelCode fonts, TTF) +* - Powerful fonts module with Fonts support (XNA fonts, AngelCode fonts, TTF) * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! * - Flexible Materials system, supporting classic maps and PBR maps @@ -728,10 +728,10 @@ RLAPI void DisableCursor(void); // Disables cu RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) -RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D) -RLAPI void End2dMode(void); // Ends 2D mode with custom camera -RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D) -RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode +RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D) +RLAPI void EndMode2D(void); // Ends 2D mode with custom camera +RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D) +RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing RLAPI void EndTextureMode(void); // Ends drawing to render texture @@ -1947,7 +1947,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform) if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection); // At this point the modelview matrix just contains the view matrix (camera) - // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix() + // That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix() Matrix matView = modelview; // View matrix (camera) Matrix matProjection = projection; // Projection matrix (perspective) |
