Rest of font loading/unloading functions. GlyphInfo type to userdata. GlyphInfo management functions.

This commit is contained in:
jussi
2024-01-03 18:23:19 +02:00
parent 192d471fb3
commit 70a2bcba18
22 changed files with 957 additions and 139 deletions

View File

@@ -981,7 +981,7 @@ int lmodelsDrawBillboardPro( lua_State *L ) {
> RL.UpdateMesh( Mesh mesh, Mesh{} meshData )
Update mesh vertex data in GPU.
Note! Mainly intented to be used with custom meshes.
NOTE: Mainly intented to be used with custom meshes.
*/
int lmodelsUpdateMesh( lua_State *L ) {
Mesh *mesh = uluaGetMesh( L, 1 );
@@ -1820,7 +1820,7 @@ int lmodelsSetMaterialParams( lua_State *L ) {
/*
> texture = RL.GetMaterialTexture( Material material, int mapType )
Get texture from material map type. Returns -1 if no texture
Get texture from material map type. Return as lightuserdata
- Success return Texture
*/
@@ -1828,7 +1828,7 @@ int lmodelsGetMaterialTexture( lua_State *L ) {
Material *material = uluaGetMaterial( L, 1 );
int mapType = luaL_checkinteger( L, 2 );
uluaPushTexture( L, material->maps[ mapType ].texture );
lua_pushlightuserdata( L, &material->maps[ mapType ].texture );
return 1;
}
@@ -1868,9 +1868,9 @@ int lmodelsGetMaterialValue( lua_State *L ) {
/*
> shader = RL.GetMaterialShader( Material material )
Get material shader
Get material shader. Return as lightuserdata
- Success return Shader. Return as lightuserdata
- Success return Shader
*/
int lmodelsGetMaterialShader( lua_State *L ) {
Material *material = uluaGetMaterial( L, 1 );