Removed MatrixNormalize. Fixed API and readme.
This commit is contained in:
69
API.md
69
API.md
@@ -733,21 +733,21 @@ RAD2DEG
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## Globals - GuiControlState
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## Globals - GuiControlState
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GUI_STATE_NORMAL
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STATE_NORMAL
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GUI_STATE_FOCUSED
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STATE_FOCUSED
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GUI_STATE_PRESSED
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STATE_PRESSED
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GUI_STATE_DISABLED
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STATE_DISABLED
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## Globals - GuiTextAlignment
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## Globals - GuiTextAlignment
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GUI_TEXT_ALIGN_LEFT
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TEXT_ALIGN_LEFT
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GUI_TEXT_ALIGN_CENTER
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TEXT_ALIGN_CENTER
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GUI_TEXT_ALIGN_RIGHT
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TEXT_ALIGN_RIGHT
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## Globals - GuiControl
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## Globals - GuiControl
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@@ -1205,7 +1205,7 @@ Set window configuration state using flags ( FLAG_FULLSCREEN_MODE, FLAG_WINDOW_R
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---
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---
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> state = RL_IsWindowState( int flag ) )
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> state = RL_IsWindowState( int flag )
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Check if one specific window flag is enabled ( FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE... )
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Check if one specific window flag is enabled ( FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE... )
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@@ -2050,9 +2050,9 @@ Get current working directory ( Uses static string )
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---
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---
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> fileNames = RL_GetDirectoryFiles( string dirPath )
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> fileNames = RL_LoadDirectoryFiles( string dirPath )
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Get filenames in a directory path
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Load directory filepaths
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- Failure return false
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- Failure return false
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- Success return string{}
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- Success return string{}
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@@ -2076,9 +2076,9 @@ Check if a file has been dropped into window
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---
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---
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> files = RL_GetDroppedFiles()
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> files = RL_LoadDroppedFiles()
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Get dropped files names
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Load dropped filepaths
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- Success return string{}
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- Success return string{}
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@@ -4089,15 +4089,6 @@ Compute mesh tangents
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---
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---
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> success = RL_GenMeshBinormals( Mesh mesh )
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Compute mesh binormals
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- Failure return false
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- Success return true
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---
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## Models - Material
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## Models - Material
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---
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---
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@@ -4365,15 +4356,6 @@ Get collision info between ray and box
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---
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---
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> rayCollision = RL_GetRayCollisionModel( Ray ray, Model model )
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Get collision info between ray and model
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- Failure return nil
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- Success return RayCollision
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---
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> rayCollision = RL_GetRayCollisionMesh( Ray ray, Mesh mesh, Matrix transform )
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> rayCollision = RL_GetRayCollisionMesh( Ray ray, Mesh mesh, Matrix transform )
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Get collision info between ray and mesh
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Get collision info between ray and mesh
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@@ -4571,6 +4553,15 @@ Set pitch for a sound ( 1.0 is base level )
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---
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---
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> success = RL_SetSoundPan( Sound sound, float pan )
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Set pan for a sound ( 0.5 is center )
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- Failure return false
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- Success return true
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---
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> success = RL_WaveFormat( Wave wave, int sampleRate, int sampleSize, int channels )
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> success = RL_WaveFormat( Wave wave, int sampleRate, int sampleSize, int channels )
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Convert wave data to desired format
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Convert wave data to desired format
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@@ -4670,6 +4661,15 @@ Set pitch for a music ( 1.0 is base level )
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---
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---
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> success = RL_SetMusicPan( float pan )
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Set pan for a music ( 0.5 is center )
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- Failure return false
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- Success return true
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---
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> length = RL_GetMusicTimeLength()
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> length = RL_GetMusicTimeLength()
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Get music time length ( in seconds )
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Get music time length ( in seconds )
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@@ -5196,15 +5196,6 @@ Invert provided matrix
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---
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---
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> result = RL_MatrixNormalize( Matrix mat )
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Normalize provided matrix
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- Failure return false
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- Success return Matrix
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---
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> result = MatrixIdentity()
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> result = MatrixIdentity()
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Get identity matrix
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Get identity matrix
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@@ -10,7 +10,7 @@ Reilua means fair in finnish.
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## Status
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## Status
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ReiLua is WIP and some planned raylib functionality is still missing but it already has over 400 functions and should include all functions to make most 2d and 3d games. Current Raylib version 4.0.0.
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ReiLua is WIP and some planned raylib functionality is still missing but it already has over 400 functions and should include all functions to make most 2d and 3d games. Current Raylib version 4.2.0.
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Included submodules.
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Included submodules.
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@@ -75,7 +75,7 @@ Application should now start successfully from executable. All functionality can
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## Building
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## Building
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I think the simplest way would be to statically link Raylib and Lua to the same executable. Specially on Linux this would simplify distribution of games since different distros tend to use different versions of librarys. Of course if you plan to only experiment with it, this isn't so important. Current Raylib version 4.0.0.
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I think the simplest way would be to statically link Raylib and Lua to the same executable. Specially on Linux this would simplify distribution of games since different distros tend to use different versions of librarys. Of course if you plan to only experiment with it, this isn't so important. Current Raylib version 4.2.0.
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https://github.com/raysan5/raylib
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https://github.com/raysan5/raylib
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1520
include/raygui.h
1520
include/raygui.h
File diff suppressed because it is too large
Load Diff
@@ -62,7 +62,6 @@ int lmathMatrixDeterminant( lua_State *L );
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int lmathMatrixTrace( lua_State *L );
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int lmathMatrixTrace( lua_State *L );
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int lmathMatrixTranspose( lua_State *L );
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int lmathMatrixTranspose( lua_State *L );
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int lmathMatrixInvert( lua_State *L );
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int lmathMatrixInvert( lua_State *L );
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int lmathMatrixNormalize( lua_State *L );
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int lmathMatrixIdentity( lua_State *L );
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int lmathMatrixIdentity( lua_State *L );
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int lmathMatrixAdd( lua_State *L );
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int lmathMatrixAdd( lua_State *L );
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int lmathMatrixSubtract( lua_State *L );
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int lmathMatrixSubtract( lua_State *L );
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@@ -383,14 +383,14 @@ void defineGlobals() {
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assignGlobalFloat( DEG2RAD, "DEG2RAD" );
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assignGlobalFloat( DEG2RAD, "DEG2RAD" );
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assignGlobalFloat( RAD2DEG, "RAD2DEG" );
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assignGlobalFloat( RAD2DEG, "RAD2DEG" );
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/* GuiControlState */
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/* GuiControlState */
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assignGlobalInt( GUI_STATE_NORMAL, "GUI_STATE_NORMAL" );
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assignGlobalInt( STATE_NORMAL, "STATE_NORMAL" );
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assignGlobalInt( GUI_STATE_FOCUSED, "GUI_STATE_FOCUSED" );
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assignGlobalInt( STATE_FOCUSED, "STATE_FOCUSED" );
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assignGlobalInt( GUI_STATE_PRESSED, "GUI_STATE_PRESSED" );
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assignGlobalInt( STATE_PRESSED, "STATE_PRESSED" );
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assignGlobalInt( GUI_STATE_DISABLED, "GUI_STATE_DISABLED" );
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assignGlobalInt( STATE_DISABLED, "STATE_DISABLED" );
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/* GuiTextAlignment */
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/* GuiTextAlignment */
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assignGlobalInt( GUI_TEXT_ALIGN_LEFT, "GUI_TEXT_ALIGN_LEFT" );
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assignGlobalInt( TEXT_ALIGN_LEFT, "TEXT_ALIGN_LEFT" );
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assignGlobalInt( GUI_TEXT_ALIGN_CENTER, "GUI_TEXT_ALIGN_CENTER" );
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assignGlobalInt( TEXT_ALIGN_CENTER, "TEXT_ALIGN_CENTER" );
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assignGlobalInt( GUI_TEXT_ALIGN_RIGHT, "GUI_TEXT_ALIGN_RIGHT" );
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assignGlobalInt( TEXT_ALIGN_RIGHT, "TEXT_ALIGN_RIGHT" );
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/* GuiControl */
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/* GuiControl */
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assignGlobalInt( DEFAULT, "DEFAULT" );
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assignGlobalInt( DEFAULT, "DEFAULT" );
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assignGlobalInt( LABEL, "LABEL" );
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assignGlobalInt( LABEL, "LABEL" );
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@@ -1151,7 +1151,6 @@ void luaRegister() {
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lua_register( L, "RL_MatrixTrace", lmathMatrixTrace );
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lua_register( L, "RL_MatrixTrace", lmathMatrixTrace );
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lua_register( L, "RL_MatrixTranspose", lmathMatrixTranspose );
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lua_register( L, "RL_MatrixTranspose", lmathMatrixTranspose );
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lua_register( L, "RL_MatrixInvert", lmathMatrixInvert );
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lua_register( L, "RL_MatrixInvert", lmathMatrixInvert );
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lua_register( L, "RL_MatrixNormalize", lmathMatrixNormalize );
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lua_register( L, "RL_MatrixIdentity", lmathMatrixIdentity );
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lua_register( L, "RL_MatrixIdentity", lmathMatrixIdentity );
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lua_register( L, "RL_MatrixAdd", lmathMatrixAdd );
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lua_register( L, "RL_MatrixAdd", lmathMatrixAdd );
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lua_register( L, "RL_MatrixSubtract", lmathMatrixSubtract );
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lua_register( L, "RL_MatrixSubtract", lmathMatrixSubtract );
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21
src/rmath.c
21
src/rmath.c
@@ -1247,27 +1247,6 @@ int lmathMatrixInvert( lua_State *L ) {
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return 1;
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return 1;
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}
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}
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/*
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> result = RL_MatrixNormalize( Matrix mat )
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Normalize provided matrix
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- Failure return false
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- Success return Matrix
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*/
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int lmathMatrixNormalize( lua_State *L ) {
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if ( !lua_istable( L, -1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_MatrixNormalize( Matrix mat )" );
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lua_pushboolean( L, false );
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return 1;
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}
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Matrix mat = uluaGetMatrix( L );
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uluaPushMatrix( L, MatrixNormalize( mat ) );
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return 1;
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}
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/*
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/*
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> result = MatrixIdentity()
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> result = MatrixIdentity()
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