Fixed examples.
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@@ -929,7 +929,7 @@ Load a vertex buffer attribute
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*/
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int lrlglLoadVertexBuffer( lua_State *L ) {
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Buffer *buffer = luaL_checkudata( L, 1, "Buffer" );
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bool dynamic = luaL_checkinteger( L, 2 );
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bool dynamic = uluaGetBoolean( L, 2 );
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lua_pushinteger( L, rlLoadVertexBuffer( buffer->data, buffer->size, dynamic ) );
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@@ -945,7 +945,7 @@ Load a new attributes element buffer
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*/
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int lrlglLoadVertexBufferElement( lua_State *L ) {
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Buffer *buffer = luaL_checkudata( L, 1, "Buffer" );
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bool dynamic = luaL_checkinteger( L, 2 );
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bool dynamic = uluaGetBoolean( L, 2 );
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lua_pushinteger( L, rlLoadVertexBufferElement( buffer->data, buffer->size, dynamic ) );
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@@ -1013,7 +1013,7 @@ int lrlglSetVertexAttribute( lua_State *L ) {
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int index = luaL_checkinteger( L, 1 );
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int compSize = luaL_checkinteger( L, 2 );
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int type = luaL_checkinteger( L, 3 );
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bool normalized = lua_toboolean( L, 4 );
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bool normalized = uluaGetBoolean( L, 4 );
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int stride = luaL_checkinteger( L, 5 );
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int pointer = luaL_checkinteger( L, 6 );
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@@ -1151,7 +1151,7 @@ Load depth texture/renderbuffer (to be attached to fbo)
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*/
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int lrlglLoadTextureDepth( lua_State *L ) {
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Vector2 size = uluaGetVector2Index( L, 1 );
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bool useRenderBuffer = lua_toboolean( L, 2 );
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bool useRenderBuffer = uluaGetBoolean( L, 2 );
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lua_pushinteger( L, rlLoadTextureDepth( size.x, size.y, useRenderBuffer ) );
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