Texture now can be either Texture or RenderTexture. No need to change texture source anymore.
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@@ -1,13 +1,15 @@
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#pragma once
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enum TEXTURE_SOURCES { TEXTURE_SOURCE_TEXTURE, TEXTURE_SOURCE_RENDER_TEXTURE };
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/* TEXTURE_TYPE_ALL is internal and used for accepting every type. */
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enum TEXTURE_TYPE { TEXTURE_TYPE_TEXTURE, TEXTURE_TYPE_RENDER_TEXTURE, TEXTURE_TYPE_ALL };
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/* Validators. */
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bool validImage( size_t id );
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bool validTexture( size_t id );
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bool validTexture( size_t id, int type );
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bool validRenderTexture( size_t id );
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bool validSourceTexture( size_t id );
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Texture2D* texturesGetSourceTexture( size_t index );
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Texture2D* texturesGetSourceTexture( size_t id );
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void texturesFreeTexture( size_t id );
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/* Image Loading. */
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int ltexturesLoadImage( lua_State *L );
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int ltexturesLoadImageFromTexture( lua_State *L );
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@@ -74,7 +76,6 @@ int ltexturesLoadTextureFromImage( lua_State *L );
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int ltexturesLoadTextureCubemap( lua_State *L );
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int ltexturesLoadRenderTexture( lua_State *L );
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int ltexturesUnloadTexture( lua_State *L );
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int ltexturesUnloadRenderTexture( lua_State *L );
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int ltexturesUpdateTexture( lua_State *L );
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int ltexturesUpdateTextureRec( lua_State *L );
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/* Texture Drawing. */
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@@ -84,8 +85,7 @@ int ltexturesDrawTexturePro( lua_State *L );
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int ltexturesDrawTextureNPatch( lua_State *L );
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int ltexturesBeginTextureMode( lua_State *L );
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int ltexturesEndTextureMode( lua_State *L );
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int ltexturesSetTextureSource( lua_State *L );
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int ltexturesGetTextureSource( lua_State *L );
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int ltexturesGetTextureType( lua_State *L );
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/* Texture Configuration. */
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int ltexturesGenTextureMipmaps( lua_State *L );
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int ltexturesSetTextureFilter( lua_State *L );
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