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| author | jussi | 2024-01-03 18:23:19 +0200 |
|---|---|---|
| committer | jussi | 2024-01-03 18:23:19 +0200 |
| commit | 70a2bcba18aa9855380c132f89e26b61bfd2cb40 (patch) | |
| tree | 7f5d18d0d82afc352b5c75c68b136f4e2f6850d0 /src/models.c | |
| parent | 192d471fb3caaa6d73796185e5cadc62075743f7 (diff) | |
| download | reilua-enhanced-70a2bcba18aa9855380c132f89e26b61bfd2cb40.tar.gz reilua-enhanced-70a2bcba18aa9855380c132f89e26b61bfd2cb40.tar.bz2 reilua-enhanced-70a2bcba18aa9855380c132f89e26b61bfd2cb40.zip | |
Rest of font loading/unloading functions. GlyphInfo type to userdata. GlyphInfo management functions.
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/models.c b/src/models.c index b65fccf..84e0b1a 100644 --- a/src/models.c +++ b/src/models.c @@ -981,7 +981,7 @@ int lmodelsDrawBillboardPro( lua_State *L ) { > RL.UpdateMesh( Mesh mesh, Mesh{} meshData ) Update mesh vertex data in GPU. -Note! Mainly intented to be used with custom meshes. +NOTE: Mainly intented to be used with custom meshes. */ int lmodelsUpdateMesh( lua_State *L ) { Mesh *mesh = uluaGetMesh( L, 1 ); @@ -1820,7 +1820,7 @@ int lmodelsSetMaterialParams( lua_State *L ) { /* > texture = RL.GetMaterialTexture( Material material, int mapType ) -Get texture from material map type. Returns -1 if no texture +Get texture from material map type. Return as lightuserdata - Success return Texture */ @@ -1828,7 +1828,7 @@ int lmodelsGetMaterialTexture( lua_State *L ) { Material *material = uluaGetMaterial( L, 1 ); int mapType = luaL_checkinteger( L, 2 ); - uluaPushTexture( L, material->maps[ mapType ].texture ); + lua_pushlightuserdata( L, &material->maps[ mapType ].texture ); return 1; } @@ -1868,9 +1868,9 @@ int lmodelsGetMaterialValue( lua_State *L ) { /* > shader = RL.GetMaterialShader( Material material ) -Get material shader +Get material shader. Return as lightuserdata -- Success return Shader. Return as lightuserdata +- Success return Shader */ int lmodelsGetMaterialShader( lua_State *L ) { Material *material = uluaGetMaterial( L, 1 ); |
