Rest of font loading/unloading functions. GlyphInfo type to userdata. GlyphInfo management functions.
This commit is contained in:
10
src/models.c
10
src/models.c
@@ -981,7 +981,7 @@ int lmodelsDrawBillboardPro( lua_State *L ) {
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> RL.UpdateMesh( Mesh mesh, Mesh{} meshData )
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Update mesh vertex data in GPU.
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Note! Mainly intented to be used with custom meshes.
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NOTE: Mainly intented to be used with custom meshes.
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*/
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int lmodelsUpdateMesh( lua_State *L ) {
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Mesh *mesh = uluaGetMesh( L, 1 );
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@@ -1820,7 +1820,7 @@ int lmodelsSetMaterialParams( lua_State *L ) {
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/*
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> texture = RL.GetMaterialTexture( Material material, int mapType )
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Get texture from material map type. Returns -1 if no texture
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Get texture from material map type. Return as lightuserdata
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- Success return Texture
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*/
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@@ -1828,7 +1828,7 @@ int lmodelsGetMaterialTexture( lua_State *L ) {
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Material *material = uluaGetMaterial( L, 1 );
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int mapType = luaL_checkinteger( L, 2 );
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uluaPushTexture( L, material->maps[ mapType ].texture );
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lua_pushlightuserdata( L, &material->maps[ mapType ].texture );
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return 1;
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}
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@@ -1868,9 +1868,9 @@ int lmodelsGetMaterialValue( lua_State *L ) {
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/*
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> shader = RL.GetMaterialShader( Material material )
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Get material shader
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Get material shader. Return as lightuserdata
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- Success return Shader. Return as lightuserdata
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- Success return Shader
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*/
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int lmodelsGetMaterialShader( lua_State *L ) {
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Material *material = uluaGetMaterial( L, 1 );
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