rlgl Matrix state management API update.
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82
API.md
82
API.md
@@ -7191,6 +7191,88 @@ Delete framebuffer from GPU
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---
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## RLGL - Matrix state management
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---
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> modelview = RL.rlGetMatrixModelview()
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Get internal modelview matrix
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- Success return Matrix
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---
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> projection = RL.rlGetMatrixProjection()
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Get internal projection matrix
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- Success return Matrix
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---
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> transform = RL.rlGetMatrixTransform()
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Get internal accumulated transform matrix
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- Success return Matrix
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---
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> projection = RL.rlGetMatrixProjectionStereo( int eye )
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Get internal projection matrix for stereo render (selected eye)
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- Failure return false
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- Success return Matrix
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---
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> viewOffset = RL.rlGetMatrixViewOffsetStereo( int eye )
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Get internal view offset matrix for stereo render (selected eye)
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- Failure return false
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- Success return Matrix
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---
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> success = RL.rlSetMatrixProjection( Matrix proj )
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Set a custom projection matrix (replaces internal projection matrix)
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- Failure return false
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- Success return true
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---
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> success = RL.rlSetMatrixModelview( Matrix view )
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Set a custom modelview matrix (replaces internal modelview matrix)
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- Failure return false
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- Success return true
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---
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> success = RL.rlSetMatrixProjectionStereo( Matrix right, Matrix left )
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Set eyes projection matrices for stereo rendering
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- Failure return false
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- Success return true
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---
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> success = RL.rlSetMatrixViewOffsetStereo( Matrix right, Matrix left )
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Set eyes view offsets matrices for stereo rendering
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- Failure return false
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- Success return true
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---
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## OpenGL - Framebuffer management
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---
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@@ -6166,6 +6166,67 @@ function RL.rlFramebufferComplete( id ) end
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---@return any success
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function RL.rlUnloadFramebuffer( id ) end
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-- RLGL - Matrix state management
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---Get internal modelview matrix
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---- Success return Matrix
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---@return any modelview
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function RL.rlGetMatrixModelview() end
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---Get internal projection matrix
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---- Success return Matrix
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---@return any projection
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function RL.rlGetMatrixProjection() end
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---Get internal accumulated transform matrix
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---- Success return Matrix
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---@return any transform
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function RL.rlGetMatrixTransform() end
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---Get internal projection matrix for stereo render (selected eye)
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---- Failure return false
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---- Success return Matrix
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---@param eye integer
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---@return any projection
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function RL.rlGetMatrixProjectionStereo( eye ) end
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---Get internal view offset matrix for stereo render (selected eye)
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---- Failure return false
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---- Success return Matrix
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---@param eye integer
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---@return any viewOffset
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function RL.rlGetMatrixViewOffsetStereo( eye ) end
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---Set a custom projection matrix (replaces internal projection matrix)
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---- Failure return false
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---- Success return true
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---@param proj table
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---@return any success
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function RL.rlSetMatrixProjection( proj ) end
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---Set a custom modelview matrix (replaces internal modelview matrix)
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---- Failure return false
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---- Success return true
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---@param view table
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---@return any success
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function RL.rlSetMatrixModelview( view ) end
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---Set eyes projection matrices for stereo rendering
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---- Failure return false
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---- Success return true
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---@param right table
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---@param left table
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---@return any success
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function RL.rlSetMatrixProjectionStereo( right, left ) end
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---Set eyes view offsets matrices for stereo rendering
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---- Failure return false
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---- Success return true
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---@param right table
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---@param left table
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---@return any success
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function RL.rlSetMatrixViewOffsetStereo( right, left ) end
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-- OpenGL - Framebuffer management
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---Copy a block of pixels from one framebuffer object to another.
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