rlgl Some Render batch management functions and Matrix operations functions.
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123
API.md
123
API.md
@@ -6833,6 +6833,101 @@ Get light enabled
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---
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## RLGL - Matrix operations
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---
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> success = RL.rlMatrixMode( int mode )
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Choose the current matrix to be transformed
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- Failure return false
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- Success return true
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---
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> RL.rlPushMatrix()
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Push the current matrix to stack
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---
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> RL.rlPopMatrix()
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Pop latest inserted matrix from stack
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---
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> RL.rlLoadIdentity()
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Reset current matrix to identity matrix
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---
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> success = RL.rlTranslatef( Vector3 translation )
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Multiply the current matrix by a translation matrix
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- Failure return false
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- Success return true
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---
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> success = RL.rlRotatef( float angle, Vector3 rotation )
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Multiply the current matrix by a rotation matrix
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- Failure return false
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- Success return true
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---
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> success = RL.rlScalef( Vector3 scale )
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Multiply the current matrix by a scaling matrix
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- Failure return false
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- Success return true
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---
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> success = RL.rlMultMatrixf( Matrix matrix )
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Multiply the current matrix by another matrix
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- Failure return false
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- Success return true
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---
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> success = RL.rlFrustum( float left, float right, float bottom, float top, float znear, float zfar )
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Multiply the current matrix by a perspective matrix generated by parameters
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- Failure return false
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- Success return true
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---
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> success = RL.rlOrtho( float left, float right, float bottom, float top, float znear, float zfar )
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Multiply the current matrix by an orthographic matrix generated by parameters
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- Failure return false
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- Success return true
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---
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> success = RL.rlViewport( Rectangle viewport )
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Set the viewport area ( transformation from normalized device coordinates to window coordinates )
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NOTE: We store current viewport dimensions
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- Failure return false
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- Success return true
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---
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## RLGL - Textures state
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---
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@@ -7024,6 +7119,34 @@ Get current OpenGL version
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---
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## RLGL - Render batch management
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---
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> RL.rlDrawRenderBatchActive()
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Update and draw internal render batch
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---
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> overflow = RL.rlCheckRenderBatchLimit( int vCount )
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Check internal buffer overflow for a given number of vertex and force a rlRenderBatch draw call if required
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- Failure return nil
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- Success return bool
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---
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> success = RL.rlSetTexture( int id )
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Set current texture for render batch and check buffers limits
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- Failure return false
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- Success return true
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---
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## RLGL - Textures management
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---
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