glDepthRange and glPolygonOffset.
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26
API.md
26
API.md
@@ -3398,6 +3398,14 @@ If enabled, an offset is added to depth values of a polygon's fragments produced
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---
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> GL_POLYGON_OFFSET_LINE = 10754
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---
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> GL_POLYGON_OFFSET_POINT = 10753
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---
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> GL_SAMPLE_ALPHA_TO_COVERAGE = 32926
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If enabled, compute a temporary coverage value where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value
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@@ -7632,7 +7640,7 @@ Compute mesh tangents
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> meshData = RL.GetMeshData( Mesh mesh )
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Get mesh data as table.
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Get mesh vertex attributes data as table.
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- Success return Mesh{}
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@@ -9391,7 +9399,7 @@ Get gui state (global state)
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---
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> RL.GuiSetSliderDragging()
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> RL.GuiSetSliderDragging( bool dragging )
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Set guiSliderDragging
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@@ -9405,7 +9413,7 @@ Get guiSliderDragging
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---
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> RL.GuiSetSliderActive()
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> RL.GuiSetSliderActive( Rectange rect )
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Set guiSliderActive
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@@ -10957,6 +10965,12 @@ Use nil RenderTexture for window framebuffer
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---
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> RL.glDepthRange( float nearVal, float farVal )
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Specify mapping of depth values from normalized device coordinates to window coordinates
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---
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> RL.glEnable( int cap )
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Enable server-side GL capabilities
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@@ -10969,6 +10983,12 @@ Disable server-side GL capabilities
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---
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> RL.glPolygonOffset( float factor, float units )
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Set the scale and units used to calculate depth values
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---
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> RL.glStencilFunc( int func, int ref, int mask )
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Set front and back function and reference value for stencil testing
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