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| author | jussi | 2023-10-29 15:21:10 +0200 |
|---|---|---|
| committer | jussi | 2023-10-29 15:21:10 +0200 |
| commit | 0df40e2ac080364bcebd4fe0445b814230545477 (patch) | |
| tree | 36be0ab558d6642352c0bb3034b6e6b32471716d /API.md | |
| parent | 76911d45a879838047b2845cd6124e9ca3af083a (diff) | |
| download | reilua-enhanced-0df40e2ac080364bcebd4fe0445b814230545477.tar.gz reilua-enhanced-0df40e2ac080364bcebd4fe0445b814230545477.tar.bz2 reilua-enhanced-0df40e2ac080364bcebd4fe0445b814230545477.zip | |
Shapes, RLGL, Math, Gui and Easings to new style.
Diffstat (limited to 'API.md')
| -rw-r--r-- | API.md | 768 |
1 files changed, 149 insertions, 619 deletions
@@ -2771,283 +2771,190 @@ defining a font char white rectangle would allow drawing everything in a single --- -> success = RL.DrawPixel( Vector2 pos, Color color ) +> RL.DrawPixel( Vector2 pos, Color color ) Draw a pixel -- Failure return false -- Success return true - --- -> success = RL.DrawLine( Vector2 startPos, Vector2 endPos, float thickness, Color color ) +> RL.DrawLine( Vector2 startPos, Vector2 endPos, float thickness, Color color ) Draw a line defining thickness -- Failure return false -- Success return true - --- -> success = RL.DrawLineBezier( Vector2 startPos, Vector2 endPos, float thickness, Color color ) +> RL.DrawLineBezier( Vector2 startPos, Vector2 endPos, float thickness, Color color ) Draw a line using cubic-bezier curves in-out -- Failure return false -- Success return true - --- -> success = RL.DrawLineBezierQuad( Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thickness, Color color ) +> RL.DrawLineBezierQuad( Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thickness, Color color ) Draw line using quadratic bezier curves with a control point -- Failure return false -- Success return true - --- -> success = RL.DrawLineBezierCubic( Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thickness, Color color ) +> RL.DrawLineBezierCubic( Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thickness, Color color ) Draw line using quadratic bezier curves with a control point -- Failure return false -- Success return true - --- -> success = RL.DrawLineStrip( Vector2{} points, Color color ) +> RL.DrawLineStrip( Vector2{} points, Color color ) Draw lines sequence -- Failure return false -- Success return true - --- -> success = RL.DrawCircle( Vector2 center, float radius, Color color ) +> RL.DrawCircle( Vector2 center, float radius, Color color ) Draw a color-filled circle -- Failure return false -- Success return true - --- -> success = RL.DrawCircleSector( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color ) +> RL.DrawCircleSector( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color ) Draw a piece of a circle -- Failure return false -- Success return true - --- -> success = RL.DrawCircleSectorLines( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color ) +> RL.DrawCircleSectorLines( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color ) Draw circle sector outline -- Failure return false -- Success return true - --- -> success = RL.DrawCircleGradient( Vector2 center, float radius, Color color1, Color color2 ) +> RL.DrawCircleGradient( Vector2 center, float radius, Color color1, Color color2 ) Draw a gradient-filled circle -- Failure return false -- Success return true - --- -> success = RL.DrawCircleLines( Vector2 center, float radius, Color color ) +> RL.DrawCircleLines( Vector2 center, float radius, Color color ) Draw circle outline -- Failure return false -- Success return true - --- -> success = RL.DrawEllipse( Vector2 center, float radiusH, float radiusV, Color color ) +> RL.DrawEllipse( Vector2 center, float radiusH, float radiusV, Color color ) Draw ellipse -- Failure return false -- Success return true - --- -> success = RL.DrawEllipseLines( Vector2 center, float radiusH, float radiusV, Color color ) +> RL.DrawEllipseLines( Vector2 center, float radiusH, float radiusV, Color color ) Draw ellipse outline -- Failure return false -- Success return true - --- -> success = RL.DrawRing( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color ) +> RL.DrawRing( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color ) Draw ring -- Failure return false -- Success return true - --- -> success = RL.DrawRingLines( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color ) +> RL.DrawRingLines( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color ) Draw ring outline -- Failure return false -- Success return true - --- -> success = RL.DrawRectangle( Rectangle rec, Color color ) +> RL.DrawRectangle( Rectangle rec, Color color ) Draw a color-filled rectangle -- Failure return false -- Success return true - --- -> success = RL.DrawRectanglePro( Rectangle rec, Vector2 origin, float rotation, Color color ) +> RL.DrawRectanglePro( Rectangle rec, Vector2 origin, float rotation, Color color ) Draw a color-filled rectangle with pro parameters -- Failure return false -- Success return true - --- -> success = RL.DrawRectangleGradientV( Rectangle rectangle, Color color1, Color color2 ) +> RL.DrawRectangleGradientV( Rectangle rectangle, Color color1, Color color2 ) Draw a vertical-gradient-filled rectangle -- Failure return false -- Success return true - --- -> success = RL.DrawRectangleGradientH( Rectangle rectangle, Color color1, Color color2 ) +> RL.DrawRectangleGradientH( Rectangle rectangle, Color color1, Color color2 ) Draw a horizontal-gradient-filled rectangle -- Failure return false -- Success return true - --- -> success = RL.DrawRectangleGradientEx( Rectangle rectangle, Color col1, Color col2, Color col3, Color col4 ) +> RL.DrawRectangleGradientEx( Rectangle rectangle, Color col1, Color col2, Color col3, Color col4 ) Draw a gradient-filled rectangle with custom vertex colors -- Failure return false -- Success return true - --- -> success = RL.DrawRectangleLines( Rectangle rec, Color color ) +> RL.DrawRectangleLines( Rectangle rec, Color color ) Draw rectangle outline -- Failure return false -- Success return true - --- -> success = RL.DrawRectangleLinesEx( Rectangle rec, int lineThick, Color color ) +> RL.DrawRectangleLinesEx( Rectangle rec, int lineThick, Color color ) Draw rectangle outline with extended parameters -- Failure return false -- Success return true - --- -> success = RL.DrawRectangleRounded( Rectangle rec, float roundness, int segments, Color color ) +> RL.DrawRectangleRounded( Rectangle rec, float roundness, int segments, Color color ) Draw rectangle with rounded edges -- Failure return false -- Success return true - --- -> success = RL.DrawRectangleRoundedLines( Rectangle rec, float roundness, int segments, int lineThick, Color color ) +> RL.DrawRectangleRoundedLines( Rectangle rec, float roundness, int segments, int lineThick, Color color ) Draw rectangle with rounded edges outline -- Failure return false -- Success return true - --- -> success = RL.DrawTriangle( Vector2 v1, Vector2 v2, Vector2 v3, Color color ) - -Draw a color-filled triangle ( Vertex in counter-clockwise order! ) +> RL.DrawTriangle( Vector2 v1, Vector2 v2, Vector2 v3, Color color ) -- Failure return false -- Success return true +Draw a color-filled triangle (Vertex in counter-clockwise order!) --- -> success = RL.DrawTriangleLines( Vector2 v1, Vector2 v2, Vector2 v3, Color color ) +> RL.DrawTriangleLines( Vector2 v1, Vector2 v2, Vector2 v3, Color color ) -Draw triangle outline ( Vertex in counter-clockwise order! ) - -- Failure return false -- Success return true +Draw triangle outline (Vertex in counter-clockwise order!) --- -> success = RL.DrawTriangleFan( Vector2{} points, Color color ) - -Draw a triangle fan defined by points ( first vertex is the center ) +> RL.DrawTriangleFan( Vector2{} points, Color color ) -- Failure return false -- Success return true +Draw a triangle fan defined by points (first vertex is the center) --- -> success = RL.DrawTriangleStrip( Vector2{} points, Color color ) +> RL.DrawTriangleStrip( Vector2{} points, Color color ) Draw a triangle strip defined by points -- Failure return false -- Success return true - --- -> success = RL.DrawPoly( Vector2 center, int sides, float radius, float rotation, Color color ) +> RL.DrawPoly( Vector2 center, int sides, float radius, float rotation, Color color ) -Draw a regular polygon ( Vector version ) - -- Failure return false -- Success return true +Draw a regular polygon (Vector version) --- -> success = RL.DrawPolyLines( Vector2 center, int sides, float radius, float rotation, Color color ) +> RL.DrawPolyLines( Vector2 center, int sides, float radius, float rotation, Color color ) Draw a polygon outline of n sides -- Failure return false -- Success return true - --- -> success = RL.DrawPolyLinesEx( Vector2 center, int sides, float radius, float rotation, float lineThick, Color color ) +> RL.DrawPolyLinesEx( Vector2 center, int sides, float radius, float rotation, float lineThick, Color color ) Draw a polygon outline of n sides with extended parameters -- Failure return false -- Success return true - --- ## Shapes - Collision @@ -3058,7 +2965,6 @@ Draw a polygon outline of n sides with extended parameters Check collision between two rectangles -- Failure return nil - Success return bool --- @@ -3067,7 +2973,6 @@ Check collision between two rectangles Check collision between two circles -- Failure return nil - Success return bool --- @@ -3076,7 +2981,6 @@ Check collision between two circles Check collision between circle and rectangle -- Failure return nil - Success return bool --- @@ -3085,7 +2989,6 @@ Check collision between circle and rectangle Check if point is inside rectangle -- Failure return nil - Success return bool --- @@ -3094,7 +2997,6 @@ Check if point is inside rectangle Check if point is inside circle -- Failure return nil - Success return bool --- @@ -3103,7 +3005,6 @@ Check if point is inside circle Check if point is inside a triangle -- Failure return nil - Success return bool --- @@ -3112,7 +3013,6 @@ Check if point is inside a triangle Check if point is within a polygon described by array of vertices -- Failure return nil - Success return bool --- @@ -3121,7 +3021,6 @@ Check if point is within a polygon described by array of vertices Check the collision between two lines defined by two points each, returns collision point by reference -- Failure return nil - Success return bool, Vector2 --- @@ -3130,7 +3029,6 @@ Check the collision between two lines defined by two points each, returns collis Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] -- Failure return nil - Success return bool --- @@ -3139,7 +3037,6 @@ Check if point belongs to line created between two points [p1] and [p2] with def Get collision rectangle for two rectangles collision -- Failure return nil - Success return Rectangle --- @@ -3288,8 +3185,7 @@ Create an image from another image piece Create an image from text (custom sprite font) -- Failure return -1 -- Success return int +- Success return Image --- @@ -4721,7 +4617,6 @@ Get current music time played (in seconds) Clamp float value -- Failure return false - Success return float --- @@ -4730,7 +4625,6 @@ Clamp float value Calculate linear interpolation between two floats -- Failure return false - Success return float --- @@ -4739,7 +4633,6 @@ Calculate linear interpolation between two floats Normalize input value within input range -- Failure return false - Success return float --- @@ -4748,7 +4641,6 @@ Normalize input value within input range Remap input value within input range to output range -- Failure return false - Success return float --- @@ -4757,7 +4649,6 @@ Remap input value within input range to output range Wrap input value from min to max -- Failure return false - Success return float --- @@ -4766,7 +4657,6 @@ Wrap input value from min to max Check whether two given floats are almost equal -- Failure return false - Success return int --- @@ -4795,7 +4685,6 @@ Vector with components value 1.0f Add two vectors (v1 + v2) -- Failure return false - Success return Vector2 --- @@ -4804,7 +4693,6 @@ Add two vectors (v1 + v2) Add vector and float value -- Failure return false - Success return Vector2 --- @@ -4813,7 +4701,6 @@ Add vector and float value Subtract two vectors (v1 - v2) -- Failure return false - Success return Vector2 --- @@ -4822,7 +4709,6 @@ Subtract two vectors (v1 - v2) Subtract vector by float value -- Failure return false - Success return Vector2 --- @@ -4831,7 +4717,6 @@ Subtract vector by float value Calculate vector length -- Failure return false - Success return float --- @@ -4840,7 +4725,6 @@ Calculate vector length Calculate vector square length -- Failure return false - Success return float --- @@ -4849,7 +4733,6 @@ Calculate vector square length Calculate two vectors dot product -- Failure return false - Success return float --- @@ -4858,7 +4741,6 @@ Calculate two vectors dot product Calculate distance between two vectors -- Failure return false - Success return float --- @@ -4867,7 +4749,6 @@ Calculate distance between two vectors Calculate square distance between two vectors -- Failure return false - Success return float --- @@ -4876,7 +4757,6 @@ Calculate square distance between two vectors Calculate angle from two vectors -- Failure return false - Success return float --- @@ -4887,16 +4767,14 @@ Calculate angle defined by a two vectors line. NOTE: Parameters need to be normalized. Current implementation should be aligned with glm::angle. -- Failure return false - Success return float --- > result = RL.Vector2Scale( Vector2 v, float scale ) -Scale vector ( multiply by value ) +Scale vector (multiply by value) -- Failure return false - Success return Vector2 --- @@ -4905,7 +4783,6 @@ Scale vector ( multiply by value ) Multiply vector by vector -- Failure return false - Success return Vector2 --- @@ -4914,7 +4791,6 @@ Multiply vector by vector Negate vector -- Failure return false - Success return Vector2 --- @@ -4923,7 +4799,6 @@ Negate vector Divide vector by vector -- Failure return false - Success return Vector2 --- @@ -4932,7 +4807,6 @@ Divide vector by vector Normalize provided vector -- Failure return false - Success return Vector2 --- @@ -4941,7 +4815,6 @@ Normalize provided vector Transforms a Vector2 by a given Matrix -- Failure return false - Success return Vector2 --- @@ -4950,7 +4823,6 @@ Transforms a Vector2 by a given Matrix Calculate linear interpolation between two vectors -- Failure return false - Success return Vector2 --- @@ -4959,7 +4831,6 @@ Calculate linear interpolation between two vectors Calculate reflected vector to normal -- Failure return false - Success return Vector2 --- @@ -4968,7 +4839,6 @@ Calculate reflected vector to normal Rotate vector by angle -- Failure return false - Success return Vector2 --- @@ -4977,7 +4847,6 @@ Rotate vector by angle Move Vector towards target -- Failure return false - Success return Vector2 --- @@ -4986,7 +4855,6 @@ Move Vector towards target Invert the given vector -- Failure return false - Success return Vector2 --- @@ -4996,7 +4864,6 @@ Invert the given vector Clamp the components of the vector between min and max values specified by the given vectors -- Failure return false - Success return Vector2 --- @@ -5005,7 +4872,6 @@ min and max values specified by the given vectors Clamp the magnitude of the vector between two min and max values -- Failure return false - Success return Vector2 --- @@ -5014,7 +4880,6 @@ Clamp the magnitude of the vector between two min and max values Check whether two given vectors are almost equal -- Failure return false - Success return int --- @@ -5043,7 +4908,6 @@ Vector with components value 1.0f Add two vectors -- Failure return false - Success return Vector3 --- @@ -5052,7 +4916,6 @@ Add two vectors Add vector and float value -- Failure return false - Success return Vector3 --- @@ -5061,7 +4924,6 @@ Add vector and float value Subtract two vectors -- Failure return false - Success return Vector3 --- @@ -5070,7 +4932,6 @@ Subtract two vectors Subtract vector by float value -- Failure return false - Success return Vector3 --- @@ -5079,7 +4940,6 @@ Subtract vector by float value Multiply vector by scalar -- Failure return false - Success return Vector3 --- @@ -5088,7 +4948,6 @@ Multiply vector by scalar Multiply vector by vector -- Failure return false - Success return Vector3 --- @@ -5097,7 +4956,6 @@ Multiply vector by vector Calculate two vectors cross product -- Failure return false - Success return Vector3 --- @@ -5106,7 +4964,6 @@ Calculate two vectors cross product Calculate one vector perpendicular vector -- Failure return false - Success return Vector3 --- @@ -5115,7 +4972,6 @@ Calculate one vector perpendicular vector Calculate vector length -- Failure return false - Success return float --- @@ -5124,7 +4980,6 @@ Calculate vector length Calculate vector square length -- Failure return false - Success return float --- @@ -5133,7 +4988,6 @@ Calculate vector square length Calculate two vectors dot product -- Failure return false - Success return float --- @@ -5142,7 +4996,6 @@ Calculate two vectors dot product Calculate distance between two vectors -- Failure return false - Success return float --- @@ -5151,7 +5004,6 @@ Calculate distance between two vectors Calculate square distance between two vectors -- Failure return false - Success return float --- @@ -5160,16 +5012,14 @@ Calculate square distance between two vectors Calculate angle between two vectors -- Failure return false - Success return float --- > result = RL.Vector3Negate( Vector3 v ) -Negate provided vector ( invert direction ) +Negate provided vector (invert direction) -- Failure return false - Success return Vector3 --- @@ -5178,7 +5028,6 @@ Negate provided vector ( invert direction ) Divide vector by vector -- Failure return false - Success return Vector3 --- @@ -5187,7 +5036,6 @@ Divide vector by vector Normalize provided vector -- Failure return false - Success return Vector3 --- @@ -5197,7 +5045,6 @@ Normalize provided vector Orthonormalize provided vectors. Makes vectors normalized and orthogonal to each other. Gram-Schmidt function implementation -- Failure return false - Success return Vector3, Vector3 --- @@ -5206,7 +5053,6 @@ Gram-Schmidt function implementation Transforms a Vector3 by a given Matrix -- Failure return false - Success return Vector3 --- @@ -5215,7 +5061,6 @@ Transforms a Vector3 by a given Matrix Transform a vector by quaternion rotation -- Failure return false - Success return Vector3 --- @@ -5224,7 +5069,6 @@ Transform a vector by quaternion rotation Rotates a vector around an axis -- Failure return false - Success return Vector3 --- @@ -5233,7 +5077,6 @@ Rotates a vector around an axis Calculate linear interpolation between two vectors -- Failure return false - Success return Vector3 --- @@ -5242,7 +5085,6 @@ Calculate linear interpolation between two vectors Calculate reflected vector to normal -- Failure return false - Success return Vector3 --- @@ -5251,7 +5093,6 @@ Calculate reflected vector to normal Get min value for each pair of components -- Failure return false - Success return Vector3 --- @@ -5260,17 +5101,15 @@ Get min value for each pair of components Get max value for each pair of components -- Failure return false - Success return Vector3 --- > result = RL.Vector3Barycenter( Vector3 p, Vector3 a, Vector3 b, Vector3 c ) -Compute barycenter coordinates ( u, v, w ) for point p with respect to triangle ( a, b, c ) +Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) NOTE: Assumes P is on the plane of the triangle -- Failure return false - Success return Vector3 --- @@ -5280,7 +5119,6 @@ NOTE: Assumes P is on the plane of the triangle Projects a Vector3 from screen space into object space NOTE: We are avoiding calling other raymath functions despite available -- Failure return false - Success return Vector3 --- @@ -5289,7 +5127,6 @@ NOTE: We are avoiding calling other raymath functions despite available Invert the given vector -- Failure return false - Success return Vector3 --- @@ -5299,7 +5136,6 @@ Invert the given vector Clamp the components of the vector between min and max values specified by the given vectors -- Failure return false - Success return Vector3 --- @@ -5308,7 +5144,6 @@ min and max values specified by the given vectors Clamp the magnitude of the vector between two values -- Failure return false - Success return Vector3 --- @@ -5317,7 +5152,6 @@ Clamp the magnitude of the vector between two values Check whether two given vectors are almost equal -- Failure return false - Success return int --- @@ -5331,7 +5165,6 @@ and r specifies the ratio of the refractive index of the medium from where the ray comes to the refractive index of the medium on the other side of the surface -- Failure return false - Success return Vector3 --- @@ -5344,16 +5177,14 @@ on the other side of the surface Compute matrix determinant -- Failure return false - Success return float --- > result = RL.MatrixTrace( Matrix mat ) -Get the trace of the matrix ( sum of the values along the diagonal ) +Get the trace of the matrix (sum of the values along the diagonal) -- Failure return false - Success return float --- @@ -5362,7 +5193,6 @@ Get the trace of the matrix ( sum of the values along the diagonal ) Transposes provided matrix -- Failure return false - Success return Matrix --- @@ -5371,7 +5201,6 @@ Transposes provided matrix Invert provided matrix -- Failure return false - Success return Matrix --- @@ -5388,7 +5217,6 @@ Get identity matrix Add two matrices -- Failure return false - Success return Matrix --- @@ -5397,7 +5225,6 @@ Add two matrices Subtract two matrices (left - right) -- Failure return false - Success return Matrix --- @@ -5406,7 +5233,6 @@ Subtract two matrices (left - right) Get two matrix multiplication -- Failure return false - Success return Matrix --- @@ -5415,7 +5241,6 @@ Get two matrix multiplication Get translation matrix -- Failure return false - Success return Matrix --- @@ -5424,52 +5249,46 @@ Get translation matrix Create rotation matrix from axis and angle. NOTE: Angle should be provided in radians -- Failure return false - Success return Matrix --- > result = RL.MatrixRotateX( float angle ) -Get x-rotation matrix ( angle in radians ) +Get x-rotation matrix (angle in radians) -- Failure return false - Success return Matrix --- > result = RL.MatrixRotateY( float angle ) -Get y-rotation matrix ( angle in radians ) +Get y-rotation matrix (angle in radians) -- Failure return false - Success return Matrix --- > result = RL.MatrixRotateZ( float angle ) -Get z-rotation matrix ( angle in radians ) +Get z-rotation matrix (angle in radians) -- Failure return false - Success return Matrix --- > result = RL.MatrixRotateXYZ( Vector3 angle ) -Get xyz-rotation matrix ( angles in radians ) +Get xyz-rotation matrix (angles in radians) -- Failure return false - Success return Matrix --- > result = RL.MatrixRotateZYX( Vector3 angle ) -Get zyx-rotation matrix ( angles in radians ) +Get zyx-rotation matrix (angles in radians) -- Failure return false - Success return Matrix --- @@ -5478,7 +5297,6 @@ Get zyx-rotation matrix ( angles in radians ) Get scaling matrix -- Failure return false - Success return Matrix --- @@ -5487,7 +5305,6 @@ Get scaling matrix Get perspective projection matrix -- Failure return false - Success return Matrix --- @@ -5496,7 +5313,6 @@ Get perspective projection matrix Get perspective projection matrix -- Failure return false - Success return Matrix --- @@ -5505,16 +5321,14 @@ Get perspective projection matrix Get orthographic projection matrix -- Failure return false - Success return Matrix --- > result = RL.MatrixLookAt( Vector3 eye, Vector3 target, Vector3 up ) -Get camera look-at matrix ( View matrix ) +Get camera look-at matrix (View matrix) -- Failure return false - Success return Matrix --- @@ -5527,7 +5341,6 @@ Get camera look-at matrix ( View matrix ) Add two quaternions -- Failure return false - Success return Quaternion --- @@ -5536,7 +5349,6 @@ Add two quaternions Add quaternion and float value -- Failure return false - Success return Quaternion --- @@ -5545,7 +5357,6 @@ Add quaternion and float value Subtract two quaternions -- Failure return false - Success return Quaternion --- @@ -5554,7 +5365,6 @@ Subtract two quaternions Subtract quaternion and float value -- Failure return false - Success return Quaternion --- @@ -5571,7 +5381,6 @@ Get identity quaternion Computes the length of a quaternion -- Failure return false - Success return float --- @@ -5580,7 +5389,6 @@ Computes the length of a quaternion Normalize provided quaternion -- Failure return false - Success return Quaternion --- @@ -5589,7 +5397,6 @@ Normalize provided quaternion Invert provided quaternion -- Failure return false - Success return Quaternion --- @@ -5598,7 +5405,6 @@ Invert provided quaternion Calculate two quaternion multiplication -- Failure return false - Success return Quaternion --- @@ -5607,7 +5413,6 @@ Calculate two quaternion multiplication Scale quaternion by float value -- Failure return false - Success return Quaternion --- @@ -5616,7 +5421,6 @@ Scale quaternion by float value Divide two quaternions -- Failure return false - Success return Quaternion --- @@ -5625,7 +5429,6 @@ Divide two quaternions Calculate linear interpolation between two quaternions -- Failure return false - Success return Quaternion --- @@ -5634,7 +5437,6 @@ Calculate linear interpolation between two quaternions Calculate slerp-optimized interpolation between two quaternions -- Failure return false - Success return Quaternion --- @@ -5643,7 +5445,6 @@ Calculate slerp-optimized interpolation between two quaternions Calculates spherical linear interpolation between two quaternions -- Failure return false - Success return Quaternion --- @@ -5652,7 +5453,6 @@ Calculates spherical linear interpolation between two quaternions Calculate quaternion based on the rotation from one vector to another -- Failure return false - Success return Quaternion --- @@ -5661,7 +5461,6 @@ Calculate quaternion based on the rotation from one vector to another Get a quaternion for a given rotation matrix -- Failure return false - Success return Quaternion --- @@ -5670,7 +5469,6 @@ Get a quaternion for a given rotation matrix Get a quaternion for a given rotation matrix -- Failure return false - Success return Matrix --- @@ -5680,7 +5478,6 @@ Get a quaternion for a given rotation matrix Get rotation quaternion for an angle and axis NOTE: angle must be provided in radians -- Failure return false - Success return Quaternion --- @@ -5689,7 +5486,6 @@ NOTE: angle must be provided in radians Get the rotation angle and axis for a given quaternion -- Failure return false - Success return Vector3, float --- @@ -5699,7 +5495,6 @@ Get the rotation angle and axis for a given quaternion Get the quaternion equivalent to Euler angles NOTE: Rotation order is ZYX -- Failure return false - Success return Quaternion --- @@ -5709,7 +5504,6 @@ NOTE: Rotation order is ZYX Get the Euler angles equivalent to quaternion (roll, pitch, yaw) NOTE: Angles are returned in a Vector3 struct in radians -- Failure return false - Success return Vector3 --- @@ -5718,7 +5512,6 @@ NOTE: Angles are returned in a Vector3 struct in radians Transform a quaternion given a transformation matrix -- Failure return false - Success return Quaternion --- @@ -5727,7 +5520,6 @@ Transform a quaternion given a transformation matrix Check whether two given quaternions are almost equal -- Failure return false - Success return int --- @@ -5738,57 +5530,51 @@ Check whether two given quaternions are almost equal > RL.GuiEnable() -Enable gui controls ( global state ) +Enable gui controls (global state) --- > RL.GuiDisable() -Disable gui controls ( global state ) +Disable gui controls (global state) --- > RL.GuiLock() -Lock gui controls ( global state ) +Lock gui controls (global state) --- > RL.GuiUnlock() -Unlock gui controls ( global state ) +Unlock gui controls (global state) --- > locked = RL.GuiIsLocked() -Check if gui is locked ( global state ) +Check if gui is locked (global state) - Success return bool --- -> success = RL.GuiFade( float alpha ) +> RL.GuiFade( float alpha ) -Set gui controls alpha ( global state ), alpha goes from 0.0f to 1.0f - -- Failure return false -- Success return true +Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f --- -> success = RL.GuiSetState( int state ) +> RL.GuiSetState( int state ) -Set gui state ( global state ) - -- Failure return false -- Success return true +Set gui state (global state) --- > state = RL.GuiGetState() -Get gui state ( global state ) +Get gui state (global state) - Success return int @@ -5806,9 +5592,9 @@ Set gui custom font (global state) > font = RL.GuiGetFont() -Get gui custom font ( global state ) +Get gui custom font (global state) -- Success return int +- Success return Font --- @@ -5816,27 +5602,23 @@ Get gui custom font ( global state ) --- -> success = RL.GuiSetStyle( int control, int property, int value ) +> RL.GuiSetStyle( int control, int property, int value ) Set one style property -- Failure return false -- Success return true - --- > value = RL.GuiGetStyle( int control, int property ) Get one style property -- Failure return false - Success return int --- > success = RL.GuiLoadStyle( string fileName ) -Load style file over global style variable ( .rgs ) +Load style file over global style variable (.rgs) - Failure return false - Success return true @@ -5857,43 +5639,32 @@ Load style default over global style Window Box control, shows a window that can be closed -- Failure return nil - Success return bool --- -> success = RL.GuiGroupBox( Rectangle bounds, string text ) +> RL.GuiGroupBox( Rectangle bounds, string text ) Group Box control with text name -- Failure return false -- Success return true - --- -> success = RL.GuiLine( Rectangle bounds, string text ) +> RL.GuiLine( Rectangle bounds, string text ) Line separator control, could contain text -- Failure return false -- Success return true - --- -> success = RL.GuiPanel( Rectangle bounds, string text ) +> RL.GuiPanel( Rectangle bounds, string text ) Panel control, useful to group controls -- Failure return false -- Success return true - --- > view, scroll = RL.GuiScrollPanel( Rectangle bounds, string text, Rectangle content, Vector2 scroll ) Scroll Panel control -- Failure return false - Success return Rectangle, Vector2 --- @@ -5902,20 +5673,16 @@ Scroll Panel control --- -> success = RL.GuiLabel( Rectangle bounds, string text ) +> RL.GuiLabel( Rectangle bounds, string text ) Label control, shows text -- Failure return false -- Success return true - --- > clicked = RL.GuiButton( Rectangle bounds, string text ) Button control, returns true when clicked -- Failure return nil - Success return boolean --- @@ -5924,7 +5691,6 @@ Button control, returns true when clicked Label button control, show true when clicked -- Failure return nil - Success return boolean --- @@ -5933,7 +5699,6 @@ Label button control, show true when clicked Toggle Button control, returns true when active -- Failure return nil - Success return boolean --- @@ -5942,7 +5707,6 @@ Toggle Button control, returns true when active Toggle Group control, returns active toggle index -- Failure return false - Success return int --- @@ -5951,7 +5715,6 @@ Toggle Group control, returns active toggle index Check Box control, returns true when active -- Failure return nil - Success return boolean --- @@ -5960,7 +5723,6 @@ Check Box control, returns true when active Combo Box control, returns selected item index -- Failure return nil - Success return int --- @@ -5969,7 +5731,6 @@ Combo Box control, returns selected item index Text Box control, updates input text -- Failure return nil - Success return boolean, string --- @@ -5978,7 +5739,6 @@ Text Box control, updates input text Text Box control with multiple lines -- Failure return nil - Success return boolean, string --- @@ -5987,7 +5747,6 @@ Text Box control with multiple lines Spinner control, returns selected value -- Failure return nil - Success return boolean, int --- @@ -5996,7 +5755,6 @@ Spinner control, returns selected value Value Box control, updates input text with numbers -- Failure return nil - Success return boolean, int --- @@ -6005,7 +5763,6 @@ Value Box control, updates input text with numbers Slider control, returns selected value -- Failure return nil - Success return float --- @@ -6014,7 +5771,6 @@ Slider control, returns selected value Slider Bar control, returns selected value -- Failure return nil - Success return float --- @@ -6023,7 +5779,6 @@ Slider Bar control, returns selected value Progress Bar control, shows current progress value -- Failure return nil - Success return float --- @@ -6032,7 +5787,6 @@ Progress Bar control, shows current progress value Scroll Bar control -- Failure return nil - Success return int --- @@ -6041,34 +5795,26 @@ Scroll Bar control Dropdown Box control, returns selected item -- Failure return nil - Success return bool, int --- -> success = RL.GuiStatusBar( Rectangle bounds, string text ) +> RL.GuiStatusBar( Rectangle bounds, string text ) Status Bar control, shows info text -- Failure return false -- Success return true - --- -> success = RL.GuiDummyRec( Rectangle bounds, string text ) +> RL.GuiDummyRec( Rectangle bounds, string text ) Dummy control for placeholders -- Failure return false -- Success return true - --- > cell = RL.GuiGrid( Rectangle bounds, string text, float spacing, int subdivs ) Grid control, returns mouse cell position -- Failure return false - Success return Vector2 --- @@ -6081,7 +5827,6 @@ Grid control, returns mouse cell position List View control, returns selected list item index and scroll index -- Failure return nil - Success return int, int --- @@ -6090,16 +5835,14 @@ List View control, returns selected list item index and scroll index List View with extended parameters, returns selected list item index, scroll index and focus -- Failure return nil - Success return int, int, int --- > buttonIndex = RL.GuiMessageBox( Rectangle bounds, string title, string message, string buttons ) -Message Box control, displays a message, returns button index ( 0 is x button ) +Message Box control, displays a message, returns button index (0 is x button) -- Failure return false - Success return int --- @@ -6108,16 +5851,14 @@ Message Box control, displays a message, returns button index ( 0 is x button ) Text Input Box control, ask for text, supports secret -- Failure return false - Success return int, string, int --- > color = RL.GuiColorPicker( Rectangle bounds, string text, Color color ) -Color Picker control ( multiple color controls ) +Color Picker control (multiple color controls) -- Failure return false - Success return Color --- @@ -6126,7 +5867,6 @@ Color Picker control ( multiple color controls ) Color Panel control -- Failure return false - Success return Color --- @@ -6135,7 +5875,6 @@ Color Panel control Color Bar Alpha control -- Failure return false - Success return float --- @@ -6144,7 +5883,6 @@ Color Bar Alpha control Color Bar Hue control -- Failure return false - Success return float --- @@ -6155,54 +5893,40 @@ Color Bar Hue control > text = RL.GuiIconText( int iconId, string text ) -Get text with icon id prepended ( if supported ) +Get text with icon id prepended (if supported) -- Failure return false - Success return string --- -> success = RL.GuiDrawIcon( int iconId, Vector2 pos, int pixelSize, Color color ) +> RL.GuiDrawIcon( int iconId, Vector2 pos, int pixelSize, Color color ) Draw icon -- Failure return false -- Success return true - --- -> success = RL.GuiSetIconScale( int scale ) - -Set icon scale ( 1 by default ) +> RL.GuiSetIconScale( int scale ) -- Failure return false -- Success return true +Set icon scale (1 by default) --- -> success = RL.GuiSetIconPixel( int iconId, Vector2 pos ) +> RL.GuiSetIconPixel( int iconId, Vector2 pos ) Set icon pixel value -- Failure return false -- Success return true - --- -> success = RL.GuiClearIconPixel( int iconId, Vector2 pos ) +> RL.GuiClearIconPixel( int iconId, Vector2 pos ) Clear icon pixel value -- Failure return false -- Success return true - --- > value = RL.GuiCheckIconPixel( int iconId, Vector2 pos ) Check icon pixel value -- Failure return nil - Success return bool --- @@ -6299,13 +6023,10 @@ Get light enabled --- -> success = RL.rlMatrixMode( int mode ) +> RL.rlMatrixMode( int mode ) Choose the current matrix to be transformed -- Failure return false -- Success return true - --- > RL.rlPushMatrix() @@ -6326,80 +6047,56 @@ Reset current matrix to identity matrix --- -> success = RL.rlTranslatef( Vector3 translation ) +> RL.rlTranslatef( Vector3 translation ) Multiply the current matrix by a translation matrix -- Failure return false -- Success return true - --- -> success = RL.rlRotatef( float angle, Vector3 rotation ) +> RL.rlRotatef( float angle, Vector3 rotation ) Multiply the current matrix by a rotation matrix -- Failure return false -- Success return true - --- -> success = RL.rlScalef( Vector3 scale ) +> RL.rlScalef( Vector3 scale ) Multiply the current matrix by a scaling matrix -- Failure return false -- Success return true - --- -> success = RL.rlMultMatrixf( Matrix matrix ) +> RL.rlMultMatrixf( Matrix matrix ) Multiply the current matrix by another matrix -- Failure return false -- Success return true - --- -> success = RL.rlFrustum( float left, float right, float bottom, float top, float znear, float zfar ) +> 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 - --- -> success = RL.rlOrtho( float left, float right, float bottom, float top, float znear, float zfar ) +> 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 - --- -> success = RL.rlViewport( Rectangle viewport ) +> RL.rlViewport( Rectangle viewport ) -Set the viewport area ( transformation from normalized device coordinates to window coordinates ) +Set the viewport area (transformation from normalized device coordinates to window coordinates) NOTE: We store current viewport dimensions -- Failure return false -- Success return true - --- ## RLGL - Vertex level operations --- -> success = RL.rlBegin( int mode ) +> RL.rlBegin( int mode ) -Initialize drawing mode ( how to organize vertex ) - -- Failure return false -- Success return true +Initialize drawing mode (how to organize vertex) --- @@ -6409,66 +6106,45 @@ Finish vertex providing --- -> success = RL.rlVertex2f( Vector2 position ) +> RL.rlVertex2f( Vector2 position ) -Define one vertex ( position ) - -- Failure return false -- Success return true +Define one vertex (position) --- -> success = RL.rlVertex3f( Vector3 position ) - -Define one vertex ( position ) +> RL.rlVertex3f( Vector3 position ) -- Failure return false -- Success return true +Define one vertex (position) --- -> success = RL.rlTexCoord2f( Vector2 texCoord ) +> RL.rlTexCoord2f( Vector2 texCoord ) -Define one vertex ( texture coordinate ) - 2 float - -- Failure return false -- Success return true +Define one vertex (texture coordinate) - 2 float --- -> success = RL.rlNormal3f( Vector3 normal ) +> RL.rlNormal3f( Vector3 normal ) -Define one vertex ( normal ) - 3 float - -- Failure return false -- Success return true +Define one vertex (normal) - 3 float --- -> success = RL.rlColor4ub( Color color ) +> RL.rlColor4ub( Color color ) -Define one vertex ( color ) - 4 byte - -- Failure return false -- Success return true +Define one vertex (color) - 4 byte --- -> success = RL.rlColor3f( Vector3 color ) - -Define one vertex ( color ) - 3 float +> RL.rlColor3f( Vector3 color ) -- Failure return false -- Success return true +Define one vertex (color) - 3 float --- -> success = RL.rlColor4f( Vector4 color ) +> RL.rlColor4f( Vector4 color ) -Define one vertex ( color ) - 4 float - -- Failure return false -- Success return true +Define one vertex (color) - 4 float --- @@ -6478,22 +6154,21 @@ Define one vertex ( color ) - 4 float > supported = RL.rlEnableVertexArray( int vaoId ) -Enable vertex array ( VAO, if supported ) +Enable vertex array (VAO, if supported) -- Failure return nil - Success return bool --- > RL.rlDisableVertexArray() -Disable vertex array ( VAO, if supported ) +Disable vertex array (VAO, if supported) --- -> success = RL.rlEnableVertexBuffer( int id ) +> RL.rlEnableVertexBuffer( int id ) -Enable vertex buffer ( VBO ) +Enable vertex buffer (VBO) - Failure return false - Success return true @@ -6502,63 +6177,48 @@ Enable vertex buffer ( VBO ) > RL.rlDisableVertexBuffer() -Disable vertex buffer ( VBO ) +Disable vertex buffer (VBO) --- -> success = RL.rlEnableVertexBufferElement( int id ) +> RL.rlEnableVertexBufferElement( int id ) -Enable vertex buffer element ( VBO element ) - -- Failure return false -- Success return true +Enable vertex buffer element (VBO element) --- > RL.rlDisableVertexBufferElement() -Disable vertex buffer element ( VBO element ) +Disable vertex buffer element (VBO element) --- -> success = RL.rlEnableVertexAttribute( int index ) +> RL.rlEnableVertexAttribute( int index ) Enable vertex attribute index -- Failure return false -- Success return true - --- -> success = RL.rlDisableVertexAttribute( int index ) +> RL.rlDisableVertexAttribute( int index ) Disable vertex attribute index -- Failure return false -- Success return true - --- ## RLGL - Textures state --- -> success = RL.rlActiveTextureSlot( int slot ) +> RL.rlActiveTextureSlot( int slot ) Select and active a texture slot -- Failure return false -- Success return true - --- -> success = RL.rlEnableTexture( int id ) +> RL.rlEnableTexture( int id ) Enable texture -- Failure return false -- Success return true - --- > RL.rlDisableTexture() @@ -6567,13 +6227,10 @@ Disable texture --- -> success = RL.rlEnableTextureCubemap( int id ) +> RL.rlEnableTextureCubemap( int id ) Enable texture cubemap -- Failure return false -- Success return true - --- > RL.rlDisableTextureCubemap() @@ -6582,21 +6239,15 @@ Disable texture cubemap --- -> success = RL.rlTextureParameters( int id, int param, int value ) +> RL.rlTextureParameters( int id, int param, int value ) -Set texture parameters ( filter, wrap ) - -- Failure return false -- Success return true +Set texture parameters (filter, wrap) --- -> success = RL.rlCubemapParameters( int id, int param, int value ) - -Set cubemap parameters ( filter, wrap ) +> RL.rlCubemapParameters( int id, int param, int value ) -- Failure return false -- Success return true +Set cubemap parameters (filter, wrap) --- @@ -6604,13 +6255,10 @@ Set cubemap parameters ( filter, wrap ) --- -> success = RL.rlEnableShader( int id ) +> RL.rlEnableShader( int id ) Enable shader program -- Failure return false -- Success return true - --- > RL.rlDisableShader() @@ -6623,13 +6271,10 @@ Disable shader program --- -> success = RL.rlEnableFramebuffer( int id ) +> RL.rlEnableFramebuffer( int id ) Enable render texture (fbo) -- Failure return false -- Success return true - --- > RL.rlDisableFramebuffer() @@ -6638,13 +6283,10 @@ Disable render texture (fbo), return to default framebuffer --- -> success = RL.rlActiveDrawBuffers( int count ) +> RL.rlActiveDrawBuffers( int count ) Activate multiple draw color buffers -- Failure return false -- Success return true - --- ## RLGL - General render state @@ -6699,13 +6341,10 @@ Disable backface culling --- -> success = RL.rlSetCullFace( int mode ) +> RL.rlSetCullFace( int mode ) Set face culling mode -- Failure return false -- Success return true - --- > RL.rlEnableScissorTest() @@ -6720,13 +6359,10 @@ Disable scissor test --- -> success = RL.rlScissor( Rectangle area ) +> RL.rlScissor( Rectangle area ) Scissor test -- Failure return false -- Success return true - --- > RL.rlEnableWireMode() @@ -6741,13 +6377,10 @@ Disable wire mode --- -> success = RL.rlSetLineWidth( float width ) +> RL.rlSetLineWidth( float width ) Set the line drawing width -- Failure return false -- Success return true - --- > width = RL.rlGetLineWidth() @@ -6790,18 +6423,15 @@ Check if stereo render is enabled --- -> success = RL.rlClearColor( Color color ) +> RL.rlClearColor( Color color ) Clear color buffer with color -- Failure return false -- Success return true - --- > RL.rlClearScreenBuffers() -Clear used screen buffers ( color and depth ) +Clear used screen buffers (color and depth) --- @@ -6811,30 +6441,21 @@ Check and log OpenGL error codes --- -> success = RL.rlSetBlendMode( int mode ) +> RL.rlSetBlendMode( int mode ) Set blending mode -- Failure return false -- Success return true - --- -> success = RL.rlSetBlendFactors( int glSrcFactor, int glDstFactor, int glEquation ) +> RL.rlSetBlendFactors( int glSrcFactor, int glDstFactor, int glEquation ) -Set blending mode factor and equation ( using OpenGL factors ) - -- Failure return false -- Success return true +Set blending mode factor and equation (using OpenGL factors) --- -> success = RL.rlSetBlendFactorsSeparate( int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha ) +> RL.rlSetBlendFactorsSeparate( int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha ) -Set blending mode factors and equations separately ( using OpenGL factors ) - -- Failure return false -- Success return true +Set blending mode factors and equations separately (using OpenGL factors) --- @@ -6864,18 +6485,14 @@ Update and draw internal render batch Check internal buffer overflow for a given number of vertex and force a rlRenderBatch draw call if required -- Failure return nil - Success return bool --- -> success = RL.rlSetTexture( int id ) +> RL.rlSetTexture( int id ) Set current texture for render batch and check buffers limits -- Failure return false -- Success return true - --- ## RLGL - Vertex buffers management @@ -6894,7 +6511,6 @@ Load vertex array (vao) if supported Load a vertex buffer attribute -- Failure return -1 - Success return int --- @@ -6903,108 +6519,74 @@ Load a vertex buffer attribute Load a new attributes element buffer -- Failure return -1 - Success return int --- -> success = RL.rlUpdateVertexBuffer( int bufferId, Buffer buffer, int offset ) +> RL.rlUpdateVertexBuffer( int bufferId, Buffer buffer, int offset ) Update GPU buffer with new data -- Failure return false -- Success return true - --- -> success = RL.rlUpdateVertexBufferElements( int id, Buffer buffer, int offset ) +> RL.rlUpdateVertexBufferElements( int id, Buffer buffer, int offset ) Update vertex buffer elements with new data -- Failure return false -- Success return true - --- -> success = RL.rlUnloadVertexArray( int vaoId ) +> RL.rlUnloadVertexArray( int vaoId ) Unload vertex array object (VAO) -- Failure return false -- Success return true - --- -> success = RL.rlUnloadVertexBuffer( int vboId ) +> RL.rlUnloadVertexBuffer( int vboId ) Unload vertex buffer (VBO) -- Failure return false -- Success return true - --- -> success = RL.rlSetVertexAttribute( int index, int compSize, int type, bool normalized, int stride, int pointer ) +> RL.rlSetVertexAttribute( int index, int compSize, int type, bool normalized, int stride, int pointer ) Set vertex attribute -- Failure return false -- Success return true - --- -> success = RL.rlSetVertexAttributeDivisor( int index, int divisor ) +> RL.rlSetVertexAttributeDivisor( int index, int divisor ) Set vertex attribute divisor -- Failure return false -- Success return true - --- -> success = RL.rlSetVertexAttributeDefault( int locIndex, float{} value, int attribType ) +> RL.rlSetVertexAttributeDefault( int locIndex, float{} value, int attribType ) Set vertex attribute default value -- Failure return false -- Success return true - --- -> success = RL.rlDrawVertexArray( int offset, int count ) +> RL.rlDrawVertexArray( int offset, int count ) Draw vertex array -- Failure return false -- Success return true - --- -> success = RL.rlDrawVertexArrayElements( int offset, int count, Buffer buffer ) +> RL.rlDrawVertexArrayElements( int offset, int count, Buffer buffer ) Draw vertex array elements -- Failure return false -- Success return true - --- -> success = RL.rlDrawVertexArrayInstanced( int offset, int count, int instances ) +> RL.rlDrawVertexArrayInstanced( int offset, int count, int instances ) Draw vertex array instanced -- Failure return false -- Success return true - --- -> success = RL.rlDrawVertexArrayElementsInstanced( int offset, int count, Buffer buffer, int instances ) +> RL.rlDrawVertexArrayElementsInstanced( int offset, int count, Buffer buffer, int instances ) Draw vertex array elements instanced -- Failure return false -- Success return true - --- ## RLGL - Textures management @@ -7015,27 +6597,22 @@ Draw vertex array elements instanced Load texture in GPU -- Failure return -1 - Success return int --- > id = RL.rlLoadTextureDepth( Vector2 size, bool useRenderBuffer ) -Load depth texture/renderbuffer ( to be attached to fbo ) +Load depth texture/renderbuffer (to be attached to fbo) -- Failure return -1 - Success return int --- -> success = RL.rlUnloadTexture( int id ) +> RL.rlUnloadTexture( int id ) Unload texture from GPU memory -- Failure return false -- Success return true - --- ## RLGL - Framebuffer management (fbo) @@ -7046,36 +6623,28 @@ Unload texture from GPU memory Load an empty framebuffer -- Failure return -1 - Success return int --- -> success = RL.rlFramebufferAttach( int fboId, int texId, int attachType, int texType, int mipLevel ) +> RL.rlFramebufferAttach( int fboId, int texId, int attachType, int texType, int mipLevel ) Attach texture/renderbuffer to a framebuffer -- Failure return false -- Success return true - --- > isComplete = RL.rlFramebufferComplete( int id ) Verify framebuffer is complete -- Failure return nil - Success return bool --- -> success = RL.rlUnloadFramebuffer( int id ) +> RL.rlUnloadFramebuffer( int id ) Delete framebuffer from GPU -- Failure return nil -- Success return bool - --- ## RLGL - Shaders management @@ -7123,7 +6692,6 @@ Get internal accumulated transform matrix Get internal projection matrix for stereo render (selected eye) -- Failure return false - Success return Matrix --- @@ -7132,45 +6700,32 @@ Get internal projection matrix for stereo render (selected eye) Get internal view offset matrix for stereo render (selected eye) -- Failure return false - Success return Matrix --- -> success = RL.rlSetMatrixProjection( Matrix proj ) +> RL.rlSetMatrixProjection( Matrix proj ) Set a custom projection matrix (replaces internal projection matrix) -- Failure return false -- Success return true - --- -> success = RL.rlSetMatrixModelview( Matrix view ) +> RL.rlSetMatrixModelview( Matrix view ) Set a custom modelview matrix (replaces internal modelview matrix) -- Failure return false -- Success return true - --- -> success = RL.rlSetMatrixProjectionStereo( Matrix right, Matrix left ) +> RL.rlSetMatrixProjectionStereo( Matrix right, Matrix left ) Set eyes projection matrices for stereo rendering -- Failure return false -- Success return true - --- -> success = RL.rlSetMatrixViewOffsetStereo( Matrix right, Matrix left ) +> RL.rlSetMatrixViewOffsetStereo( Matrix right, Matrix left ) Set eyes view offsets matrices for stereo rendering -- Failure return false -- Success return true - --- ## OpenGL - Framebuffer management @@ -7192,7 +6747,6 @@ Use -1 RenderTexture for window framebuffer. Ease linear -- Failure return false - Success return float --- @@ -7205,7 +6759,6 @@ Ease linear Ease sine in -- Failure return false - Success return float --- @@ -7214,7 +6767,6 @@ Ease sine in Ease sine out -- Failure return false - Success return float --- @@ -7223,7 +6775,6 @@ Ease sine out Ease sine in out -- Failure return false - Success return float --- @@ -7236,7 +6787,6 @@ Ease sine in out Ease circle in -- Failure return false - Success return float --- @@ -7245,7 +6795,6 @@ Ease circle in Ease circle out -- Failure return false - Success return float --- @@ -7254,7 +6803,6 @@ Ease circle out Ease circle in out -- Failure return false - Success return float --- @@ -7267,7 +6815,6 @@ Ease circle in out Ease cubic in -- Failure return false - Success return float --- @@ -7276,7 +6823,6 @@ Ease cubic in Ease cubic out -- Failure return false - Success return float --- @@ -7285,7 +6831,6 @@ Ease cubic out Ease cubic in out -- Failure return false - Success return float --- @@ -7298,7 +6843,6 @@ Ease cubic in out Ease quadratic in -- Failure return false - Success return float --- @@ -7307,7 +6851,6 @@ Ease quadratic in Ease quadratic out -- Failure return false - Success return float --- @@ -7316,7 +6859,6 @@ Ease quadratic out Ease quadratic in out -- Failure return false - Success return float --- @@ -7329,7 +6871,6 @@ Ease quadratic in out Ease exponential in -- Failure return false - Success return float --- @@ -7338,7 +6879,6 @@ Ease exponential in Ease exponential out -- Failure return false - Success return float --- @@ -7347,7 +6887,6 @@ Ease exponential out Ease exponential in out -- Failure return false - Success return float --- @@ -7360,7 +6899,6 @@ Ease exponential in out Ease back in -- Failure return false - Success return float --- @@ -7369,7 +6907,6 @@ Ease back in Ease back out -- Failure return false - Success return float --- @@ -7378,7 +6915,6 @@ Ease back out Ease back in out -- Failure return false - Success return float --- @@ -7391,7 +6927,6 @@ Ease back in out Ease bounce in -- Failure return false - Success return float --- @@ -7400,7 +6935,6 @@ Ease bounce in Ease bounce out -- Failure return false - Success return float --- @@ -7409,7 +6943,6 @@ Ease bounce out Ease bounce in out -- Failure return false - Success return float --- @@ -7422,7 +6955,6 @@ Ease bounce in out Ease elastic in -- Failure return false - Success return float --- @@ -7431,7 +6963,6 @@ Ease elastic in Ease elastic out -- Failure return false - Success return float --- @@ -7440,7 +6971,6 @@ Ease elastic out Ease elastic in out -- Failure return false - Success return float --- |
