WARNING: VERY BREAKING CHANGE: Renamed some enum values for consistency
Some enums values have been renamed to be more consistent and also provide a more detailed description: - ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION - ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2 - MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO - PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
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33 changed files with 723 additions and 721 deletions
156
src/raylib.h
156
src/raylib.h
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@ -153,12 +153,14 @@
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// Temporal hacks to avoid breaking old codebases using
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// deprecated raylib implementation or definitions
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#define FormatText TextFormat
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#define LoadText LoadFileText
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#define GetExtension GetFileExtension
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#define GetImageData LoadImageColors
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#define FILTER_POINT TEXTURE_FILTER_POINT
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#define FILTER_BILINEAR TEXTURE_FILTER_BILINEAR
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#define FormatText TextFormat
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#define LoadText LoadFileText
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#define GetExtension GetFileExtension
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#define GetImageData LoadImageColors
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#define FILTER_POINT TEXTURE_FILTER_POINT
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#define FILTER_BILINEAR TEXTURE_FILTER_BILINEAR
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#define MAP_DIFFUSE MATERIAL_MAP_DIFFUSE
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#define PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 PIXELFORMAT_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
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//----------------------------------------------------------------------------------
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// Structures Definition
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@ -701,91 +703,91 @@ typedef enum {
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// Shader location points
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typedef enum {
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LOC_VERTEX_POSITION = 0,
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LOC_VERTEX_TEXCOORD01,
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LOC_VERTEX_TEXCOORD02,
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LOC_VERTEX_NORMAL,
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LOC_VERTEX_TANGENT,
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LOC_VERTEX_COLOR,
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LOC_MATRIX_MVP,
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LOC_MATRIX_MODEL,
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LOC_MATRIX_VIEW,
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LOC_MATRIX_PROJECTION,
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LOC_VECTOR_VIEW,
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LOC_COLOR_DIFFUSE,
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LOC_COLOR_SPECULAR,
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LOC_COLOR_AMBIENT,
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LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
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LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
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LOC_MAP_NORMAL,
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LOC_MAP_ROUGHNESS,
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LOC_MAP_OCCLUSION,
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LOC_MAP_EMISSION,
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LOC_MAP_HEIGHT,
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LOC_MAP_CUBEMAP,
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LOC_MAP_IRRADIANCE,
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LOC_MAP_PREFILTER,
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LOC_MAP_BRDF
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SHADER_LOC_VERTEX_POSITION = 0,
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SHADER_LOC_VERTEX_TEXCOORD01,
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SHADER_LOC_VERTEX_TEXCOORD02,
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SHADER_LOC_VERTEX_NORMAL,
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SHADER_LOC_VERTEX_TANGENT,
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SHADER_LOC_VERTEX_COLOR,
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SHADER_LOC_MATRIX_MVP,
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SHADER_LOC_MATRIX_MODEL,
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SHADER_LOC_MATRIX_VIEW,
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SHADER_LOC_MATRIX_PROJECTION,
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SHADER_LOC_VECTOR_VIEW,
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SHADER_LOC_COLOR_DIFFUSE,
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SHADER_LOC_COLOR_SPECULAR,
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SHADER_LOC_COLOR_AMBIENT,
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SHADER_LOC_MAP_ALBEDO, // SHADER_LOC_MAP_DIFFUSE
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SHADER_LOC_MAP_METALNESS, // SHADER_LOC_MAP_SPECULAR
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SHADER_LOC_MAP_NORMAL,
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SHADER_LOC_MAP_ROUGHNESS,
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SHADER_LOC_MAP_OCCLUSION,
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SHADER_LOC_MAP_EMISSION,
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SHADER_LOC_MAP_HEIGHT,
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SHADER_LOC_MAP_CUBEMAP,
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SHADER_LOC_MAP_IRRADIANCE,
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SHADER_LOC_MAP_PREFILTER,
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SHADER_LOC_MAP_BRDF
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} ShaderLocationIndex;
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#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
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#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
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#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
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#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
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// Shader uniform data types
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typedef enum {
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UNIFORM_FLOAT = 0,
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UNIFORM_VEC2,
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UNIFORM_VEC3,
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UNIFORM_VEC4,
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UNIFORM_INT,
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UNIFORM_IVEC2,
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UNIFORM_IVEC3,
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UNIFORM_IVEC4,
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UNIFORM_SAMPLER2D
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SHADER_UNIFORM_FLOAT = 0,
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SHADER_UNIFORM_VEC2,
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SHADER_UNIFORM_VEC3,
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SHADER_UNIFORM_VEC4,
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SHADER_UNIFORM_INT,
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SHADER_UNIFORM_IVEC2,
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SHADER_UNIFORM_IVEC3,
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SHADER_UNIFORM_IVEC4,
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SHADER_UNIFORM_SAMPLER2D
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} ShaderUniformDataType;
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// Material maps
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typedef enum {
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MAP_ALBEDO = 0, // MAP_DIFFUSE
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MAP_METALNESS = 1, // MAP_SPECULAR
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MAP_NORMAL = 2,
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MAP_ROUGHNESS = 3,
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MAP_OCCLUSION,
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MAP_EMISSION,
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MAP_HEIGHT,
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MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MAP_BRDF
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MATERIAL_MAP_ALBEDO = 0, // MATERIAL_MAP_DIFFUSE
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MATERIAL_MAP_METALNESS = 1, // MATERIAL_MAP_SPECULAR
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MATERIAL_MAP_NORMAL = 2,
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MATERIAL_MAP_ROUGHNESS = 3,
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MATERIAL_MAP_OCCLUSION,
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MATERIAL_MAP_EMISSION,
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MATERIAL_MAP_HEIGHT,
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MATERIAL_MAP_BRDG,
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MATERIAL_MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MATERIAL_MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
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MATERIAL_MAP_PREFILTER // NOTE: Uses GL_TEXTURE_CUBE_MAP
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} MaterialMapType;
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#define MAP_DIFFUSE MAP_ALBEDO
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#define MAP_SPECULAR MAP_METALNESS
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#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
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#define MATERIAL_MAP_SPECULAR MATERIAL_MAP_METALNESS
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// Pixel formats
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// NOTE: Support depends on OpenGL version and platform
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typedef enum {
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UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
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UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
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UNCOMPRESSED_R5G6B5, // 16 bpp
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UNCOMPRESSED_R8G8B8, // 24 bpp
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UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
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UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
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UNCOMPRESSED_R8G8B8A8, // 32 bpp
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UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
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UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
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UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
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COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
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COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
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COMPRESSED_DXT3_RGBA, // 8 bpp
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COMPRESSED_DXT5_RGBA, // 8 bpp
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COMPRESSED_ETC1_RGB, // 4 bpp
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COMPRESSED_ETC2_RGB, // 4 bpp
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COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
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COMPRESSED_PVRT_RGB, // 4 bpp
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COMPRESSED_PVRT_RGBA, // 4 bpp
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COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
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COMPRESSED_ASTC_8x8_RGBA // 2 bpp
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PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
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PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
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PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
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PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
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PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
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PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
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PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
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PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
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PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
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PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
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PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
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PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
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PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
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PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
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PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
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PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
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PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
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PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
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PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
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PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
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PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
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} PixelFormat;
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// Texture parameters: filter mode
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@ -1360,7 +1362,7 @@ RLAPI bool ExportMesh(Mesh mesh, const char *fileName);
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RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
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RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
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RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
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RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
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RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
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// Model animations loading/unloading functions
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