Reintroducing Unload functions. Is*Ready functions. GC_UNLOAD setting and check function.
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@@ -54,6 +54,34 @@ int ltexturesLoadImageFromScreen( lua_State *L ) {
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return 1;
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}
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/*
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> isReady = RL.IsImageReady( Image image )
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Check if an image is ready
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- Success return bool
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*/
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int ltextureIsImageReady( lua_State *L ) {
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Image *image = uluaGetImage( L, 1 );
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lua_pushboolean( L, IsImageReady( *image ) );
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return 1;
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}
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/*
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> RL.UnloadImage( Image image )
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Unload image from CPU memory (RAM)
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*/
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int ltextureUnloadImage( lua_State *L ) {
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Image *image = uluaGetImage( L, 1 );
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UnloadImage( *image );
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return 0;
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}
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/*
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> success = RL.ExportImage( Image image, string fileName )
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@@ -1041,6 +1069,47 @@ int ltexturesIsTextureReady( lua_State *L ) {
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return 1;
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}
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/*
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> RL.UnloadTexture( Texture texture )
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Unload texture from GPU memory (VRAM)
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*/
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int ltextureUnloadTexture( lua_State *L ) {
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Texture *texture = uluaGetTexture( L, 1 );
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UnloadTexture( *texture );
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return 0;
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}
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/*
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> isReady = RL.IsRenderTextureReady( RenderTexture target )
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Check if a render texture is ready
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- Success return bool
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*/
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int ltexturesIsRenderTextureReady( lua_State *L ) {
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RenderTexture *target = uluaGetRenderTexture( L, 1 );
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lua_pushboolean( L, IsRenderTextureReady( *target ) );
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return 1;
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}
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/*
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> RL.UnloadRenderTexture( RenderTexture target )
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Unload render texture from GPU memory (VRAM)
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*/
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int ltextureUnloadRenderTexture( lua_State *L ) {
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RenderTexture *target = uluaGetRenderTexture( L, 1 );
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UnloadRenderTexture( *target );
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return 0;
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}
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/*
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> RL.UpdateTexture( Texture texture, int{} pixels )
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