update to 5.5
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17 changed files with 11833 additions and 6780 deletions
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@ -8,17 +8,17 @@
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*
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* ADDITIONAL NOTES:
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* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
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* initialized on rlglInit() to accumulate vertex data.
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* initialized on rlglInit() to accumulate vertex data
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*
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* When an internal state change is required all the stored vertex data is renderer in batch,
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* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch.
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* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch
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*
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* Some resources are also loaded for convenience, here the complete list:
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* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data
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* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8
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* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs)
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*
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* Internal buffer (and resources) must be manually unloaded calling rlglClose().
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* Internal buffer (and resources) must be manually unloaded calling rlglClose()
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*
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* CONFIGURATION:
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* #define GRAPHICS_API_OPENGL_11
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@ -32,9 +32,9 @@
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* required by any other module, use rlGetVersion() to check it
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*
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* #define RLGL_IMPLEMENTATION
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* Generates the implementation of the library into the included file.
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* Generates the implementation of the library into the included file
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation.
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* or source files without problems. But only ONE file should hold the implementation
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*
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* #define RLGL_RENDER_TEXTURES_HINT
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* Enable framebuffer objects (fbo) support (enabled by default)
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@ -464,7 +464,7 @@ typedef enum {
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// Textures management
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unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data
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unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
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unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap data
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unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount); // Load texture cubemap data
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void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU
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void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
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const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
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