New raylib 5.5 raymath functions.
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290
API.md
290
API.md
@@ -8835,6 +8835,22 @@ Calculate reflected vector to normal
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---
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> result = RL.Vector2Min( Vector2 v1, Vector2 v2 )
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Get min value for each pair of components
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- Success return Vector2
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---
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> result = RL.Vector2Max( Vector2 v1, Vector2 v2 )
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Get max value for each pair of components
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- Success return Vector2
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---
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> result = RL.Vector2Rotate( Vector2 v, float angle )
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Rotate vector by angle
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@@ -8884,6 +8900,18 @@ Check whether two given vectors are almost equal
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---
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> result = RL.Vector2Refract( Vector2 v, Vector2 n, float r )
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Compute the direction of a refracted ray
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v: normalized direction of the incoming ray
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n: normalized normal vector of the interface of two optical media
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r: ratio of the refractive index of the medium from where the ray comes
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to the refractive index of the medium on the other side of the surface
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- Success return Vector2
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---
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## Math - Vector 3
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---
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@@ -9089,6 +9117,14 @@ Rotates a vector around an axis
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---
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> result = RL.Vector3MoveTowards( Vector3 v, Vector3 target, float maxDistance )
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Move Vector towards target
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- Success return Vector3
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---
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> result = RL.Vector3Lerp( Vector3 v1, Vector3 v2, float amount )
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Calculate linear interpolation between two vectors
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@@ -9097,6 +9133,15 @@ Calculate linear interpolation between two vectors
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---
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> result = RL.Vector3CubicHermite( Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount )
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Calculate cubic hermite interpolation between two vectors and their tangents
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as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
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- Success return Vector3
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---
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> result = RL.Vector3Reflect( Vector3 v, Vector3 normal )
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Calculate reflected vector to normal
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@@ -9185,6 +9230,186 @@ on the other side of the surface
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---
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## Math - Vector4
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---
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> result = RL.Vector4Zero()
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Vector with components value 0.0f
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- Success return Vector4
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---
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> result = RL.Vector4One()
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Vector with components value 1.0f
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- Success return Vector4
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---
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> result = RL.Vector4Add( Vector4 v1, Vector4 v2 )
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Add two vectors
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- Success return Vector4
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---
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> result = RL.Vector4AddValue( Vector4 v, float add )
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Add vector and float value
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- Success return Vector4
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---
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> result = RL.Vector4Subtract( Vector4 v1, Vector4 v2 )
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Subtract two vectors
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- Success return Vector4
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---
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> result = RL.Vector4SubtractValue( Vector4 v, float sub )
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Subtract vector by float value
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- Success return Vector4
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---
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> result = RL.Vector4Length( Vector4 v )
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Calculate vector length
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- Success return float
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---
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> result = RL.Vector4LengthSqr( Vector4 v )
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Calculate vector square length
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- Success return float
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---
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> result = RL.Vector4DotProduct( Vector4 v1, Vector4 v2 )
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Calculate two vectors dot product
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- Success return float
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---
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> result = RL.Vector4Distance( Vector4 v1, Vector4 v2 )
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Calculate distance between two vectors
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- Success return float
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---
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> result = RL.Vector4DistanceSqr( Vector4 v1, Vector4 v2 )
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Calculate square distance between two vectors
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- Success return float
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---
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> result = RL.Vector4Scale( Vector4 v, float scalar )
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Multiply vector by scalar
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- Success return Vector4
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---
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> result = RL.Vector4Multiply( Vector4 v1, Vector4 v2 )
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Multiply vector by vector
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- Success return Vector4
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---
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> result = RL.Vector4Negate( Vector4 v )
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Negate provided vector (invert direction)
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- Success return Vector4
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---
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> result = RL.Vector4Divide( Vector4 v1, Vector4 v2 )
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Divide vector by vector
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- Success return Vector4
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---
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> result = RL.Vector4Normalize( Vector4 v )
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Normalize provided vector
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- Success return Vector4
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---
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> result = RL.Vector4Min( Vector4 v1, Vector4 v2 )
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Get min value for each pair of components
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- Success return Vector4
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---
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> result = RL.Vector4Max( Vector4 v1, Vector4 v2 )
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Get max value for each pair of components
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- Success return Vector4
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---
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> result = RL.Vector4Lerp( Vector4 v1, Vector4 v2, float amount )
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Calculate linear interpolation between two vectors
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- Success return Vector4
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---
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> result = RL.Vector4MoveTowards( Vector4 v, Vector4 target, float maxDistance )
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Move Vector towards target
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- Success return Vector4
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---
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> result = RL.Vector4Invert( Vector4 v )
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Invert the given vector
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- Success return Vector4
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---
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> result = RL.Vector4Equals( Vector4 v1, Vector4 v2 )
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Check whether two given vectors are almost equal
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- Success return bool
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---
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## Math - Matrix
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---
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@@ -9349,6 +9574,14 @@ Get camera look-at matrix (View matrix)
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---
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> translation, rotation, scale = RL.MatrixDecompose( Matrix mat )
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Decompose a transformation matrix into its rotational, translational and scaling components
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- Success return Vector3, Quaternion, Vector3
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---
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## Math - Quaternion
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---
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@@ -9465,6 +9698,15 @@ Calculates spherical linear interpolation between two quaternions
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---
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> result = RL.QuaternionCubicHermiteSpline( Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t )
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Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm
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as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
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- Success return Quaternion
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---
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> result = RL.QuaternionFromVector3ToVector3( Vector3 from, Vector3 to )
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Calculate quaternion based on the rotation from one vector to another
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@@ -10202,6 +10444,28 @@ NOTE: We store current viewport dimensions
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---
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> RL.rlSetClipPlanes( float nearPlane, float farPlane )
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Set clip planes distances
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---
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> distance = RL.rlGetCullDistanceNear()
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Get cull plane distance near
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- Success return float
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---
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> distance = RL.rlGetCullDistanceFar()
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Get cull plane distance far
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- Success return float
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---
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## RLGL - Vertex level operations
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---
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@@ -10407,6 +10671,14 @@ Disable render texture (fbo), return to default framebuffer
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---
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> framebuffer = RL.rlGetActiveFramebuffer()
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Get the currently active render texture (fbo), 0 for default framebuffer
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- Success return int
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---
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> RL.rlActiveDrawBuffers( int count )
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Activate multiple draw color buffers
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@@ -10419,6 +10691,12 @@ Blit active framebuffer to main framebuffer
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---
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> RL.rlBindFramebuffer( int target, int framebuffer )
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Bind framebuffer (FBO)
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---
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## RLGL - General render state
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---
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@@ -10471,6 +10749,12 @@ Disable backface culling
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---
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> RL.rlColorMask( bool r, bool g, bool b, bool a )
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Color mask control
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---
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> RL.rlSetCullFace( int mode )
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Set face culling mode
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@@ -10977,6 +11261,12 @@ Set shader value matrix
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---
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> RL.rlSetUniformMatrices( int locIndex, Matrix{} mat )
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Set shader value matrices
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---
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> RL.rlSetUniformSampler( int locIndex, int textureId )
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Set shader value sampler
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