diff --git a/raylib/raylib_purego.go b/raylib/raylib_purego.go index c9cf942..6144850 100644 --- a/raylib/raylib_purego.go +++ b/raylib/raylib_purego.go @@ -95,7 +95,7 @@ var loadVrStereoConfig func(config uintptr, device uintptr) var unloadVrStereoConfig func(config uintptr) var loadShader func(shader uintptr, vsFileName uintptr, fsFileName uintptr) var loadShaderFromMemory func(shader uintptr, vsCode uintptr, fsCode uintptr) -var isShaderReady func(shader uintptr) bool +var isShaderValid func(shader uintptr) bool var getShaderLocation func(shader uintptr, uniformName string) int32 var getShaderLocationAttrib func(shader uintptr, attribName string) int32 var setShaderValue func(shader uintptr, locIndex int32, value []float32, uniformType int32) @@ -593,7 +593,7 @@ func init() { purego.RegisterLibFunc(&unloadVrStereoConfig, raylibDll, "UnloadVrStereoConfig") purego.RegisterLibFunc(&loadShader, raylibDll, "LoadShader") purego.RegisterLibFunc(&loadShaderFromMemory, raylibDll, "LoadShaderFromMemory") - purego.RegisterLibFunc(&isShaderReady, raylibDll, "IsShaderReady") + purego.RegisterLibFunc(&isShaderValid, raylibDll, "IsShaderValid") purego.RegisterLibFunc(&getShaderLocation, raylibDll, "GetShaderLocation") purego.RegisterLibFunc(&getShaderLocationAttrib, raylibDll, "GetShaderLocationAttrib") purego.RegisterLibFunc(&setShaderValue, raylibDll, "SetShaderValue") @@ -1434,9 +1434,9 @@ func LoadShaderFromMemory(vsCode string, fsCode string) Shader { return shader } -// IsShaderReady - Check if a shader is ready -func IsShaderReady(shader Shader) bool { - return isShaderReady(uintptr(unsafe.Pointer(&shader))) +// IsShaderValid - Check if a shader is valid (loaded on GPU) +func IsShaderValid(shader Shader) bool { + return isShaderValid(uintptr(unsafe.Pointer(&shader))) } // GetShaderLocation - Get shader uniform location diff --git a/raylib/rcore.go b/raylib/rcore.go index fc7625e..e8d09b2 100644 --- a/raylib/rcore.go +++ b/raylib/rcore.go @@ -555,10 +555,10 @@ func LoadShaderFromMemory(vsCode string, fsCode string) Shader { return v } -// IsShaderReady - Check if a shader is ready -func IsShaderReady(shader Shader) bool { +// IsShaderValid - Check if a shader is valid (loaded on GPU) +func IsShaderValid(shader Shader) bool { cshader := shader.cptr() - ret := C.IsShaderReady(*cshader) + ret := C.IsShaderValid(*cshader) v := bool(ret) return v }