isValidRenderTexture fix.
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@@ -36,10 +36,16 @@ end
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function RL.draw()
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RL.ClearBackground( { 50, 20, 75 } )
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-- RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SIZE, 10 )
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if RL.GuiButton( { 112, 16, 96, 32 }, RL.GuiIconText( 113, "Exit" ) ) then
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RL.CloseWindow()
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end
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-- RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SIZE, 20 )
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RL.GuiButton( { 112, 64, 96, 32 }, RL.GuiIconText( 113, "Kissa" ) )
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-- RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SIZE, 10 )
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if windowOpen and RL.GuiWindowBox( { 300, 16, 200, 320 }, "Window" ) then
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windowOpen = false
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end
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@@ -2,8 +2,6 @@
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local monitor = 0
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local texture = -1
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local vaoId = -1
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local vboId = -1
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local triSize = 32.0
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local vertices = {
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0.0, 0.0, 0.0,
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@@ -16,6 +14,39 @@ local colors = {
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RL.BLUE, RL.BLUE, RL.BLUE
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}
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local VBO_VERTEX_POS = 0
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local VBO_COLOR_POS = 1
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local mesh = {
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vaoId = -1,
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vboIds = {
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vertices = -1,
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colors = -1,
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}
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}
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function uploadMesh()
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mesh.vaoId = RL.rlLoadVertexArray()
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RL.rlEnableVertexArray( mesh.vaoId )
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-- Vertices.
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mesh.vboIds.vertices = RL.rlLoadVertexBuffer( vertices, RL.RL_FLOAT, false )
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RL.rlSetVertexAttribute( VBO_VERTEX_POS, 3, RL.RL_FLOAT, false, 0, 0 )
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RL.rlEnableVertexAttribute( VBO_VERTEX_POS )
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-- Colors.
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mesh.vboIds.colors = RL.rlLoadVertexBuffer( vertices, RL.RL_UNSIGNED_BYTE, false )
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RL.rlSetVertexAttribute( VBO_COLOR_POS, 4, RL.RL_UNSIGNED_BYTE, false, 0, 0 )
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RL.rlEnableVertexAttribute( VBO_COLOR_POS )
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RL.rlDisableVertexArray()
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print( "Mesh:" )
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print( "\tvaoId: "..mesh.vaoId )
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print( "\tvboIds.vertices: "..mesh.vboIds.vertices )
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print( "\tvboIds.colors: "..mesh.vboIds.colors )
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end
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function RL.init()
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local mPos = RL.GetMonitorPosition( monitor )
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local mSize = RL.GetMonitorSize( monitor )
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@@ -25,32 +56,25 @@ function RL.init()
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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vaoId = RL.rlLoadVertexArray()
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uploadMesh()
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end
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RL.rlEnableVertexArray( vaoId )
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-- vboId = RL.rlLoadVertexBuffer( vertexBuffer, RL.RL_UNSIGNED_BYTE, false )
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vboId = RL.rlLoadVertexBuffer( vertices, RL.RL_FLOAT, false )
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RL.rlSetVertexAttribute( 0, 3, RL.RL_FLOAT, false, 0, 0 )
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RL.rlEnableVertexAttribute( 0 )
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RL.rlDisableVertexArray()
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-- RL.DrawMesh( )
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-- print( "vaoId", vaoId )
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-- print( "vboId", vboId )
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function drawMesh()
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end
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function RL.draw()
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RL.ClearBackground( { 100, 150, 100 } )
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end
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-- You need to manually free resources.
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function RL.exit()
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if 0 <= vaoId then
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RL.rlUnloadVertexArray( vaoId )
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if 0 <= mesh.vaoId then
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RL.rlUnloadVertexArray( mesh.vaoId )
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end
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if 0 <= vboId then
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RL.rlUnloadVertexBuffer( vboId )
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for _, vboId in pairs( mesh.vboIds ) do
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if 0 <= vboId then
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RL.rlUnloadVertexBuffer( vboId )
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end
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end
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end
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