Userdata objects can be referenced with lightuserdata.

This commit is contained in:
jussi
2023-10-30 00:04:11 +02:00
parent 992310fb90
commit d287078c65
18 changed files with 453 additions and 256 deletions

10
API.md
View File

@@ -3090,7 +3090,7 @@ Load image from file into CPU memory (RAM)
---
> image = RL.LoadImageFromTexture( Texture2D texture )
> image = RL.LoadImageFromTexture( Texture texture )
Load image from GPU texture data
@@ -3665,7 +3665,7 @@ Get OpenGL framebuffer object id
> texture = RL.GetRenderTextureTexture( RenderTexture renderTexture )
Get color buffer attachment texture
Get color buffer attachment texture. Returns as lightuserdata
- Success return Texture
@@ -3673,7 +3673,7 @@ Get color buffer attachment texture
> texture = RL.GetRenderTextureDepthTexture( RenderTexture renderTexture )
Get depth buffer attachment texture
Get depth buffer attachment texture. Returns as lightuserdata
- Success return Texture
@@ -4170,7 +4170,7 @@ Load material from table. See material table definition
---
> RL.SetMaterialTexture( Material material, int mapType, Texture2D texture )
> RL.SetMaterialTexture( Material material, int mapType, Texture texture )
Set texture for a material map type (MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS...)
@@ -4228,7 +4228,7 @@ Get color from material map type
Get material shader
- Success return Shader
- Success return Shader. Returns as lightuserdata
---