New rlgl functions and texture can be given as table.

This commit is contained in:
jussi
2023-06-01 20:35:06 +03:00
parent 4e09bc7d61
commit 8008ebf1b0
17 changed files with 773 additions and 296 deletions

116
API.md
View File

@@ -1005,13 +1005,13 @@ int id. Image type (multiple pixel formats supported). NOTE: Data stored in CPU
---
> Texture = TextureId
> Texture = TextureId or { id, width, height, mipmaps, format }
int id. Texture type (multiple internal formats supported). NOTE: Data stored in GPU memory (VRAM)
---
> RenderTexture = RenderTextureId
> RenderTexture = RenderTextureId or { id, texture, depth }
int id. RenderTexture type, for texture rendering
@@ -3571,7 +3571,7 @@ Load texture for rendering ( framebuffer )
> success = RL.UnloadTexture( Texture2D texture )
Unload texture from GPU memory ( VRAM )
Unload texture from GPU memory ( VRAM ). NOTE! Must be texture id.
- Failure return false
- Success return true
@@ -3702,11 +3702,20 @@ Set texture wrapping mode ( TEXTURE_WRAP_REPEAT, TEXTURE_WRAP_CLAMP... )
---
> id = RL.GetTextureId( Texture2D texture )
Get texture OpenGL id
- Failure return false
- Success return int
---
> size = RL.GetTextureSize( Texture2D texture )
Get texture size
- Failure return nil
- Failure return false
- Success return Vector2
---
@@ -6610,6 +6619,34 @@ Get light enabled
---
## RLGL - Framebuffer state
---
> success = RL.rlEnableFramebuffer( int id )
Enable render texture (fbo)
- Failure return false
- Success return true
---
> RL.rlDisableFramebuffer()
Disable render texture (fbo), return to default framebuffer
---
> success = RL.rlActiveDrawBuffers( int count )
Activate multiple draw color buffers
- Failure return false
- Success return true
---
## RLGL - General render state
---
@@ -6712,6 +6749,77 @@ Get current OpenGL version
---
## RLGL - Textures management
---
> id = RL.rlLoadTexture( Vector2 size, int format, int mipmapCount )
Load texture in GPU
- Failure return -1
- Success return int
---
> id = RL.rlLoadTextureDepth( Vector2 size, bool useRenderBuffer )
Load depth texture/renderbuffer ( to be attached to fbo )
- Failure return -1
- Success return int
---
> success = RL.rlUnloadTexture( int id )
Unload texture from GPU memory
- Failure return false
- Success return true
---
## RLGL - Framebuffer management (fbo)
---
> fboId = RL.rlLoadFramebuffer( Vector2 size )
Load an empty framebuffer
- Failure return -1
- Success return int
---
> success = RL.rlFramebufferAttach( int fboId, int texId, int attachType, int texType, int mipLevel )
Attach texture/renderbuffer to a framebuffer
- Failure return false
- Success return true
---
> isComplete = RL.rlFramebufferComplete( int id )
Verify framebuffer is complete
- Failure return nil
- Success return bool
---
> success = RL.rlUnloadFramebuffer( int id )
Delete framebuffer from GPU
- Failure return nil
- Success return bool
---
## OpenGL - Framebuffer management
---