uluaGetBoundingBoxIndex, IsTextureReady.
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@@ -997,6 +997,7 @@ void luaRegister() {
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assingGlobalFunction( "LoadTextureCubemap", ltexturesLoadTextureCubemap );
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assingGlobalFunction( "LoadRenderTexture", ltexturesLoadRenderTexture );
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assingGlobalFunction( "UnloadTexture", ltexturesUnloadTexture );
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assingGlobalFunction( "IsTextureReady", ltexturesIsTextureReady );
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assingGlobalFunction( "UpdateTexture", ltexturesUpdateTexture );
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assingGlobalFunction( "UpdateTextureRec", ltexturesUpdateTextureRec );
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/* Texture Drawing. */
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@@ -1763,7 +1764,7 @@ BoundingBox uluaGetBoundingBoxIndex( lua_State *L, int index ) {
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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if ( lua_isnumber( L, -1 ) ) {
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if ( lua_istable( L, -1 ) ) {
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if ( lua_isnumber( L, -2 ) ) {
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switch ( i ) {
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case 0:
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@@ -1740,20 +1740,45 @@ int ltexturesUnloadTexture( lua_State *L ) {
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lua_pushboolean( L, false );
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return 1;
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}
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size_t id = lua_tointeger( L, 1 );
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size_t texId = lua_tointeger( L, 1 );
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if ( !validTexture( id, TEXTURE_TYPE_ALL ) ) {
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if ( !validTexture( texId, TEXTURE_TYPE_ALL ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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// UnloadTexture( *state->textures[ id ] );
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texturesFreeTexture( id );
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texturesFreeTexture( texId );
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// state->textures[ id ] = NULL;
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> isReady = RL.IsTextureReady( Texture2D texture )
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Check if a texture is ready
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- Failure return nil
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- Success return true
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*/
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int ltexturesIsTextureReady( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.IsTextureReady( Texture2D texture )" );
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lua_pushnil( L );
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return 1;
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}
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size_t texId = lua_tointeger( L, 1 );
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if ( !validTexture( texId, TEXTURE_TYPE_TEXTURE ) ) {
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lua_pushnil( L );
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return 1;
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}
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lua_pushboolean( L, IsTextureReady( state->textures[ texId ]->texture) );
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return 1;
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}
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/*
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> success = RL.UpdateTexture( Texture2D texture, int{} pixels )
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