rlgl Some Render batch management functions and Matrix operations functions.

This commit is contained in:
jussi
2023-06-02 23:19:32 +03:00
parent d550afa3d4
commit ed6d37294a
7 changed files with 553 additions and 4 deletions

123
API.md
View File

@@ -6833,6 +6833,101 @@ Get light enabled
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## RLGL - Matrix operations
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> success = RL.rlMatrixMode( int mode )
Choose the current matrix to be transformed
- Failure return false
- Success return true
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> RL.rlPushMatrix()
Push the current matrix to stack
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> RL.rlPopMatrix()
Pop latest inserted matrix from stack
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> RL.rlLoadIdentity()
Reset current matrix to identity matrix
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> success = RL.rlTranslatef( Vector3 translation )
Multiply the current matrix by a translation matrix
- Failure return false
- Success return true
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> success = RL.rlRotatef( float angle, Vector3 rotation )
Multiply the current matrix by a rotation matrix
- Failure return false
- Success return true
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> success = RL.rlScalef( Vector3 scale )
Multiply the current matrix by a scaling matrix
- Failure return false
- Success return true
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> success = RL.rlMultMatrixf( Matrix matrix )
Multiply the current matrix by another matrix
- Failure return false
- Success return true
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> success = RL.rlFrustum( float left, float right, float bottom, float top, float znear, float zfar )
Multiply the current matrix by a perspective matrix generated by parameters
- Failure return false
- Success return true
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> success = RL.rlOrtho( float left, float right, float bottom, float top, float znear, float zfar )
Multiply the current matrix by an orthographic matrix generated by parameters
- Failure return false
- Success return true
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> success = RL.rlViewport( Rectangle viewport )
Set the viewport area ( transformation from normalized device coordinates to window coordinates )
NOTE: We store current viewport dimensions
- Failure return false
- Success return true
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## RLGL - Textures state
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@@ -7024,6 +7119,34 @@ Get current OpenGL version
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## RLGL - Render batch management
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> RL.rlDrawRenderBatchActive()
Update and draw internal render batch
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> overflow = RL.rlCheckRenderBatchLimit( int vCount )
Check internal buffer overflow for a given number of vertex and force a rlRenderBatch draw call if required
- Failure return nil
- Success return bool
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> success = RL.rlSetTexture( int id )
Set current texture for render batch and check buffers limits
- Failure return false
- Success return true
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## RLGL - Textures management
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