Switched to Raylib vertion 4.5. Removed some functions and added others. Main changes to camera3D.
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@@ -1996,46 +1996,6 @@ int ltexturesDrawTextureRec( lua_State *L ) {
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return 1;
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}
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/*
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> success = RL.DrawTextureTiled( Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint )
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Draw part of a texture ( defined by a rectangle ) with rotation and scale tiled into dest
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- Failure return false
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- Success return true
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*/
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int ltexturesDrawTextureTiled( lua_State *L ) {
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if ( !lua_isnumber( L, -7 ) || !lua_istable( L, -6 ) || !lua_istable( L, -5 ) || !lua_istable( L, -4 )
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|| !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.DrawTextureTiled( Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint )" );
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lua_pushboolean( L, false );
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return 1;
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}
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Color color = uluaGetColor( L );
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lua_pop( L, 1 );
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float scale = lua_tonumber( L, -1 );
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lua_pop( L, 1 );
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float rot = lua_tonumber( L, -1 );
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lua_pop( L, 1 );
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Vector2 origin = uluaGetVector2( L );
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lua_pop( L, 1 );
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Rectangle dstRect = uluaGetRectangle( L );
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lua_pop( L, 1 );
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Rectangle srcRect = uluaGetRectangle( L );
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lua_pop( L, 1 );
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size_t texId = lua_tointeger( L, -1 );
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if ( !validSourceTexture( texId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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DrawTextureTiled( *texturesGetSourceTexture( texId ), srcRect, dstRect, origin, rot, scale, color );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.DrawTexturePro( Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint )
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@@ -2112,64 +2072,6 @@ int ltexturesDrawTextureNPatch( lua_State *L ) {
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return 1;
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}
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/*
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> success = RL.DrawTexturePoly( Texture2D texture, Vector2 center, Vector2{} points, Vector2{} texcoords, int pointsCount, Color tint )
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Draw a textured polygon ( Convex )
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- Failure return false
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- Success return true
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*/
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int ltexturesDrawTexturePoly( lua_State *L ) {
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if ( !lua_isnumber( L, -6 ) || !lua_istable( L, -5 ) || !lua_istable( L, -4 )
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|| !lua_istable( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.DrawTexturePoly( Texture2D texture, Vector2 center, Vector2 points{}, Vector2 texcoords{}, int pointsCount, Color tint )" );
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lua_pushboolean( L, false );
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return 1;
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}
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Color color = uluaGetColor( L );
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lua_pop( L, 1 );
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int pointsCount = lua_tointeger( L, -1 );
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lua_pop( L, 1 );
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Vector2 texCoords[ pointsCount ];
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int t = lua_gettop( L ), i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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texCoords[i] = uluaGetVector2( L );
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i++;
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lua_pop( L, 1 );
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}
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lua_pop( L, 1 );
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Vector2 points[ pointsCount ];
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t = lua_gettop( L );
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i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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points[i] = uluaGetVector2( L );
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i++;
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lua_pop( L, 1 );
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}
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lua_pop( L, 1 );
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Vector2 center = uluaGetVector2( L );
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lua_pop( L, 1 );
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size_t texId = lua_tointeger( L, -1 );
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if ( !validSourceTexture( texId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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DrawTexturePoly( *texturesGetSourceTexture( texId ), center, points, texCoords, pointsCount, color );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.BeginTextureMode( RenderTexture2D target )
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