Update C sources
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6 changed files with 71 additions and 37 deletions
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@ -59,7 +59,7 @@
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* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
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* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
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*
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* When loading a shader, the following vertex attribute and uniform
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* When loading a shader, the following vertex attributes and uniform
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* location names are tried to be set automatically:
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*
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0
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@ -67,6 +67,7 @@
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
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@ -1064,7 +1065,7 @@ static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL;
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static void rlLoadShaderDefault(void); // Load default shader
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static void rlUnloadShaderDefault(void); // Unload default shader
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#if defined(RLGL_SHOW_GL_DETAILS_INFO)
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static char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
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static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name
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#endif // RLGL_SHOW_GL_DETAILS_INFO
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#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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@ -4689,7 +4690,7 @@ static void rlUnloadShaderDefault(void)
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#if defined(RLGL_SHOW_GL_DETAILS_INFO)
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// Get compressed format official GL identifier name
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static char *rlGetCompressedFormatName(int format)
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static const char *rlGetCompressedFormatName(int format)
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{
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switch (format)
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{
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