Rest of rlRenderBatch functions.
This commit is contained in:
26
API.md
26
API.md
@@ -9515,6 +9515,32 @@ Get default shader locations
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---
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> renderBatch = RL.rlLoadRenderBatch( int numBuffers, int bufferElements )
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Load a render batch system
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- Success return rlRenderBatch
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---
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> RL.rlUnloadRenderBatch( rlRenderBatch renderBatch )
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Unload render batch system
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---
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> RL.rlDrawRenderBatch( rlRenderBatch renderBatch )
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Draw render batch data (Update->Draw->Reset)
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---
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> RL.rlSetRenderBatchActive( rlRenderBatch renderBatch )
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Set the active render batch for rlgl (nil for default internal)
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---
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> RL.rlDrawRenderBatchActive()
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Update and draw internal render batch
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@@ -6567,6 +6567,28 @@ function RL.rlGetShaderLocsDefault() end
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-- RLGL - Render batch management
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---Load a render batch system
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---- Success return rlRenderBatch
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---@param numBuffers integer
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---@param bufferElements integer
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---@return any renderBatch
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function RL.rlLoadRenderBatch( numBuffers, bufferElements ) end
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---Unload render batch system
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---@param renderBatch any
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---@return any RL.rlUnloadRenderBatch
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function RL.rlUnloadRenderBatch( renderBatch ) end
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---Draw render batch data (Update->Draw->Reset)
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---@param renderBatch any
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---@return any RL.rlDrawRenderBatch
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function RL.rlDrawRenderBatch( renderBatch ) end
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---Set the active render batch for rlgl (nil for default internal)
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---@param renderBatch any
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---@return any RL.rlSetRenderBatchActive
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function RL.rlSetRenderBatchActive( renderBatch ) end
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---Update and draw internal render batch
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---@return any RL.rlDrawRenderBatchActive
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function RL.rlDrawRenderBatchActive() end
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@@ -24,6 +24,7 @@ KEY CHANGES:
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- ADDED: More Model animations management functions.
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- ADDED: 2D lightmap example.
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- ADDED: RLGL Hello triangle example.
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- ADDED: Rest of rlRenderBatch functions.
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DETAILED CHANGES:
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- REMOVED: DrawLineBezierQuad, DrawLineBezierCubic.
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@@ -84,6 +84,10 @@ int lrlglGetTextureIdDefault( lua_State *L );
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int lrlglGetShaderIdDefault( lua_State *L );
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int lrlglGetShaderLocsDefault( lua_State *L );
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/* Render batch management */
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int lrlglLoadRenderBatch( lua_State *L );
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int lrlglUnloadRenderBatch( lua_State *L );
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int lrlglDrawRenderBatch( lua_State *L );
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int lrlglSetRenderBatchActive( lua_State *L );
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int lrlglDrawRenderBatchActive( lua_State *L );
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int lrlglCheckRenderBatchLimit( lua_State *L );
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int lrlglSetTexture( lua_State *L );
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@@ -64,6 +64,7 @@ Light* uluaGetLight( lua_State *L, int index );
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Material* uluaGetMaterial( lua_State *L, int index );
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Model* uluaGetModel( lua_State *L, int index );
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ModelAnimation* uluaGetModelAnimation( lua_State *L, int index );
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rlRenderBatch* uluaGetRLRenderBatch( lua_State *L, int index );
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/* Lua push types. */
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void uluaPushColor( lua_State *L, Color color );
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void uluaPushVector2( lua_State *L, Vector2 vector );
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@@ -94,5 +95,6 @@ void uluaPushMaterial( lua_State *L, Material material );
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void uluaPushMesh( lua_State *L, Mesh mesh );
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void uluaPushModel( lua_State *L, Model model );
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void uluaPushModelAnimation( lua_State *L, ModelAnimation modelAnimation );
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void uluaPushRLRenderBatch( lua_State *L, rlRenderBatch renderBatch );
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/* Utils. */
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int uluaGetTableLen( lua_State *L, int index );
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@@ -299,6 +299,25 @@ static void defineModelAnimation() {
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lua_setfield( L, -2, "__gc" );
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}
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/* rlRenderBatch. */
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static int gcRLRenderBatch( lua_State *L ) {
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if ( state->gcUnload ) {
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rlRenderBatch *renderBatch = luaL_checkudata( L, 1, "rlRenderBatch" );
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rlUnloadRenderBatch( *renderBatch );
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}
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return 0;
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}
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static void defineRLRenderBatch() {
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lua_State *L = state->luaState;
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luaL_newmetatable( L, "rlRenderBatch" );
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lua_pushvalue( L, -1 );
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lua_setfield( L, -2, "__index" );
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lua_pushcfunction( L, gcRLRenderBatch );
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lua_setfield( L, -2, "__gc" );
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}
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/* Assing globals. */
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void assignGlobalInt( int value, const char *name ) {
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@@ -993,6 +1012,7 @@ bool luaInit( int argn, const char **argc ) {
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defineMesh();
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defineModel();
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defineModelAnimation();
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defineRLRenderBatch();
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/* Define globals. */
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defineGlobals();
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platformDefineGlobals();
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@@ -2031,6 +2051,10 @@ void luaRegister() {
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assingGlobalFunction( "rlGetShaderIdDefault", lrlglGetShaderIdDefault );
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assingGlobalFunction( "rlGetShaderLocsDefault", lrlglGetShaderLocsDefault );
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/* Render batch management. */
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assingGlobalFunction( "rlLoadRenderBatch", lrlglLoadRenderBatch );
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assingGlobalFunction( "rlUnloadRenderBatch", lrlglUnloadRenderBatch );
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assingGlobalFunction( "rlDrawRenderBatch", lrlglDrawRenderBatch );
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assingGlobalFunction( "rlSetRenderBatchActive", lrlglSetRenderBatchActive );
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assingGlobalFunction( "rlDrawRenderBatchActive", lrlglDrawRenderBatchActive );
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assingGlobalFunction( "rlCheckRenderBatchLimit", lrlglCheckRenderBatchLimit );
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assingGlobalFunction( "rlSetTexture", lrlglSetTexture );
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@@ -2842,6 +2866,13 @@ ModelAnimation* uluaGetModelAnimation( lua_State *L, int index ) {
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return luaL_checkudata( L, index, "ModelAnimation" );
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}
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rlRenderBatch* uluaGetRLRenderBatch( lua_State *L, int index ) {
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if ( lua_islightuserdata( L, index ) ) {
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return (rlRenderBatch*)lua_touserdata( L, index );
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}
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return luaL_checkudata( L, index, "rlRenderBatch" );
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}
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/* Push types. */
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void uluaPushColor( lua_State *L, Color color ) {
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@@ -3145,6 +3176,12 @@ void uluaPushModelAnimation( lua_State *L, ModelAnimation modelAnimation ) {
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luaL_setmetatable( L, "ModelAnimation" );
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}
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void uluaPushRLRenderBatch( lua_State *L, rlRenderBatch renderBatch ) {
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rlRenderBatch *renderBatchP = lua_newuserdata( L, sizeof( rlRenderBatch ) );
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*renderBatchP = renderBatch;
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luaL_setmetatable( L, "rlRenderBatch" );
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}
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int uluaGetTableLen( lua_State *L, int index ) {
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luaL_checktype( L, index, LUA_TTABLE );
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int t = index, i = 0;
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58
src/rlgl.c
58
src/rlgl.c
@@ -966,6 +966,64 @@ int lrlglGetShaderLocsDefault( lua_State *L ) {
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## RLGL - Render batch management
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*/
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/*
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> renderBatch = RL.rlLoadRenderBatch( int numBuffers, int bufferElements )
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Load a render batch system
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- Success return rlRenderBatch
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*/
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int lrlglLoadRenderBatch( lua_State *L ) {
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int numBuffers = luaL_checkinteger( L, 1 );
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int bufferElements = luaL_checkinteger( L, 2 );
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uluaPushRLRenderBatch( L, rlLoadRenderBatch( numBuffers, bufferElements ) );
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return 1;
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}
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/*
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> RL.rlUnloadRenderBatch( rlRenderBatch renderBatch )
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Unload render batch system
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*/
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int lrlglUnloadRenderBatch( lua_State *L ) {
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rlRenderBatch *renderBatch = uluaGetRLRenderBatch( L, 1 );
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rlUnloadRenderBatch( *renderBatch );
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return 0;
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}
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/*
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> RL.rlDrawRenderBatch( rlRenderBatch renderBatch )
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Draw render batch data (Update->Draw->Reset)
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*/
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int lrlglDrawRenderBatch( lua_State *L ) {
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rlRenderBatch *renderBatch = uluaGetRLRenderBatch( L, 1 );
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rlDrawRenderBatch( renderBatch );
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return 0;
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}
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/*
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> RL.rlSetRenderBatchActive( rlRenderBatch renderBatch )
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Set the active render batch for rlgl (nil for default internal)
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*/
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int lrlglSetRenderBatchActive( lua_State *L ) {
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rlRenderBatch *renderBatch = NULL;
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if ( !lua_isnil( L, 1 ) ) {
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renderBatch = uluaGetRLRenderBatch( L, 1 );
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}
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rlSetRenderBatchActive( renderBatch );
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return 0;
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}
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/*
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> RL.rlDrawRenderBatchActive()
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