LoadImageAnim functions: frames is a pointer, not a slice
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2 changed files with 8 additions and 8 deletions
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@ -256,8 +256,8 @@ var checkCollisionPointLine func(point uintptr, p1 uintptr, p2 uintptr, threshol
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var getCollisionRec func(rec uintptr, rec1 uintptr, rec2 uintptr)
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var loadImage func(img uintptr, fileName string)
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var loadImageRaw func(img uintptr, fileName string, width int32, height int32, format int32, headerSize int32)
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var loadImageAnim func(img uintptr, fileName string, frames []int32)
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var loadImageAnimFromMemory func(img uintptr, fileType string, fileData []byte, dataSize int32, frames []int32)
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var loadImageAnim func(img uintptr, fileName string, frames *int32)
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var loadImageAnimFromMemory func(img uintptr, fileType string, fileData []byte, dataSize int32, frames *int32)
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var loadImageFromMemory func(img uintptr, fileType string, fileData []byte, dataSize int32)
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var loadImageFromTexture func(img uintptr, texture uintptr)
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var loadImageFromScreen func(img uintptr)
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@ -2363,14 +2363,14 @@ func LoadImageRaw(fileName string, width int32, height int32, format PixelFormat
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}
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// LoadImageAnim - Load image sequence from file (frames appended to image.data)
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func LoadImageAnim(fileName string, frames []int32) *Image {
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func LoadImageAnim(fileName string, frames *int32) *Image {
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var img Image
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loadImageAnim(uintptr(unsafe.Pointer(&img)), fileName, frames)
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return &img
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}
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// LoadImageAnimFromMemory - Load image sequence from memory buffer
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func LoadImageAnimFromMemory(fileType string, fileData []byte, dataSize int32, frames []int32) *Image {
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func LoadImageAnimFromMemory(fileType string, fileData []byte, dataSize int32, frames *int32) *Image {
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var img Image
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loadImageAnimFromMemory(uintptr(unsafe.Pointer(&img)), fileType, fileData, dataSize, frames)
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return &img
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