Documentation. waving_cubes example and RL_DrawFPS and RL_ColorFromHSV.
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@@ -114,7 +114,7 @@ void defineGlobals() {
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assignGlobalInt( NPATCH_NINE_PATCH, "NPATCH_NINE_PATCH" );
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assignGlobalInt( NPATCH_THREE_PATCH_VERTICAL, "NPATCH_THREE_PATCH_VERTICAL" );
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assignGlobalInt( NPATCH_THREE_PATCH_HORIZONTAL, "NPATCH_THREE_PATCH_HORIZONTAL" );
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/* Shader location index */
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/* ShaderLocationIndex */
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assignGlobalInt( SHADER_LOC_VERTEX_POSITION, "SHADER_LOC_VERTEX_POSITION" );
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assignGlobalInt( SHADER_LOC_VERTEX_TEXCOORD01, "SHADER_LOC_VERTEX_TEXCOORD01" );
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assignGlobalInt( SHADER_LOC_VERTEX_TEXCOORD02, "SHADER_LOC_VERTEX_TEXCOORD02" );
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@@ -141,7 +141,7 @@ void defineGlobals() {
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assignGlobalInt( SHADER_LOC_MAP_IRRADIANCE, "SHADER_LOC_MAP_IRRADIANCE" );
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assignGlobalInt( SHADER_LOC_MAP_PREFILTER, "SHADER_LOC_MAP_PREFILTER" );
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assignGlobalInt( SHADER_LOC_MAP_BRDF, "SHADER_LOC_MAP_BRDF" );
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/* Shader uniform data type */
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/* ShaderUniformDataType */
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assignGlobalInt( SHADER_UNIFORM_FLOAT, "SHADER_UNIFORM_FLOAT" );
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assignGlobalInt( SHADER_UNIFORM_VEC2, "SHADER_UNIFORM_VEC2" );
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assignGlobalInt( SHADER_UNIFORM_VEC3, "SHADER_UNIFORM_VEC3" );
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@@ -151,7 +151,7 @@ void defineGlobals() {
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assignGlobalInt( SHADER_UNIFORM_IVEC3, "SHADER_UNIFORM_IVEC3" );
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assignGlobalInt( SHADER_UNIFORM_IVEC4, "SHADER_UNIFORM_IVEC4" );
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assignGlobalInt( SHADER_UNIFORM_SAMPLER2D, "SHADER_UNIFORM_SAMPLER2D" );
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/* Shader attribute data types */
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/* ShaderAttributeDataTypes */
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assignGlobalInt( SHADER_ATTRIB_FLOAT, "SHADER_ATTRIB_FLOAT" );
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assignGlobalInt( SHADER_ATTRIB_VEC2, "SHADER_ATTRIB_VEC2" );
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assignGlobalInt( SHADER_ATTRIB_VEC3, "SHADER_ATTRIB_VEC3" );
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@@ -215,6 +215,11 @@ bool luaCallMain() {
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sprintf( path, "%smain.lua", state->exePath );
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/* Alternatively look for main. Could be precompiled binary file. */
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if ( !FileExists( path ) ) {
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sprintf( path, "%smain", state->exePath );
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}
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luaL_dofile( L, path );
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/* Check errors in main.lua */
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@@ -451,6 +456,8 @@ void luaRegister() {
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lua_register( L, "RL_SetTextureWrap", ltexturesSetTextureWrap );
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lua_register( L, "RL_GetTextureSize", ltexturesGetTextureSize );
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lua_register( L, "RL_ColorFromHSV", ltexturesColorFromHSV );
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/* Models. */
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/* Basic. */
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lua_register( L, "RL_DrawLine3D", lmodelsDrawLine3D );
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@@ -523,6 +530,7 @@ void luaRegister() {
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/* Loading. */
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lua_register( L, "RL_LoadFont", lmodelsLoadFont );
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/* Drawing. */
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lua_register( L, "RL_DrawFPS", ltextDrawFPS );
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lua_register( L, "RL_DrawText", ltextDrawText );
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/* Audio. */
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