summaryrefslogtreecommitdiff
path: root/src/rlgl.c
diff options
context:
space:
mode:
authorjussi2024-02-18 19:46:50 +0200
committerjussi2024-02-18 19:46:50 +0200
commit836c9d1d0005c32714c89b3adecbb232472b494a (patch)
tree885fcafb39079e83fbc7f66b5b4b2b2dc77aa321 /src/rlgl.c
parent9b27daefc225752f3f24ea862e9c2be13f8addf6 (diff)
downloadreilua-enhanced-836c9d1d0005c32714c89b3adecbb232472b494a.tar.gz
reilua-enhanced-836c9d1d0005c32714c89b3adecbb232472b494a.tar.bz2
reilua-enhanced-836c9d1d0005c32714c89b3adecbb232472b494a.zip
Pointer variable declaration style change.
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c310
1 files changed, 155 insertions, 155 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 4f45c19..b0bd067 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -12,7 +12,7 @@
Choose the current matrix to be transformed
*/
-int lrlglMatrixMode( lua_State *L ) {
+int lrlglMatrixMode( lua_State* L ) {
rlMatrixMode( luaL_checkinteger( L, 1 ) );
return 0;
@@ -23,7 +23,7 @@ int lrlglMatrixMode( lua_State *L ) {
Push the current matrix to stack
*/
-int lrlglPushMatrix( lua_State *L ) {
+int lrlglPushMatrix( lua_State* L ) {
rlPushMatrix();
return 0;
@@ -34,7 +34,7 @@ int lrlglPushMatrix( lua_State *L ) {
Pop latest inserted matrix from stack
*/
-int lrlglPopMatrix( lua_State *L ) {
+int lrlglPopMatrix( lua_State* L ) {
rlPopMatrix();
return 0;
@@ -45,7 +45,7 @@ int lrlglPopMatrix( lua_State *L ) {
Reset current matrix to identity matrix
*/
-int lrlglLoadIdentity( lua_State *L ) {
+int lrlglLoadIdentity( lua_State* L ) {
rlLoadIdentity();
return 0;
@@ -56,7 +56,7 @@ int lrlglLoadIdentity( lua_State *L ) {
Multiply the current matrix by a translation matrix
*/
-int lrlglTranslatef( lua_State *L ) {
+int lrlglTranslatef( lua_State* L ) {
Vector3 translation = uluaGetVector3( L, 1 );
rlTranslatef( translation.x, translation.y, translation.z );
@@ -69,7 +69,7 @@ int lrlglTranslatef( lua_State *L ) {
Multiply the current matrix by a rotation matrix
*/
-int lrlglRotatef( lua_State *L ) {
+int lrlglRotatef( lua_State* L ) {
float angle = luaL_checknumber( L, 1 );
Vector3 rotation = uluaGetVector3( L, 2 );
@@ -83,7 +83,7 @@ int lrlglRotatef( lua_State *L ) {
Multiply the current matrix by a scaling matrix
*/
-int lrlglScalef( lua_State *L ) {
+int lrlglScalef( lua_State* L ) {
Vector3 scale = uluaGetVector3( L, 1 );
rlScalef( scale.x, scale.y, scale.z );
@@ -96,7 +96,7 @@ int lrlglScalef( lua_State *L ) {
Multiply the current matrix by another matrix
*/
-int lrlglMultMatrixf( lua_State *L ) {
+int lrlglMultMatrixf( lua_State* L ) {
Matrix matrix = uluaGetMatrix( L, 1 );
float matf[16] = {
@@ -115,7 +115,7 @@ int lrlglMultMatrixf( lua_State *L ) {
Multiply the current matrix by a perspective matrix generated by parameters
*/
-int lrlglFrustum( lua_State *L ) {
+int lrlglFrustum( lua_State* L ) {
double left = luaL_checknumber( L, 1 );
double right = luaL_checknumber( L, 2 );
double bottom = luaL_checknumber( L, 3 );
@@ -133,7 +133,7 @@ int lrlglFrustum( lua_State *L ) {
Multiply the current matrix by an orthographic matrix generated by parameters
*/
-int lrlglOrtho( lua_State *L ) {
+int lrlglOrtho( lua_State* L ) {
double left = luaL_checknumber( L, 1 );
double right = luaL_checknumber( L, 2 );
double bottom = luaL_checknumber( L, 3 );
@@ -152,7 +152,7 @@ int lrlglOrtho( lua_State *L ) {
Set the viewport area (transformation from normalized device coordinates to window coordinates)
NOTE: We store current viewport dimensions
*/
-int lrlglViewport( lua_State *L ) {
+int lrlglViewport( lua_State* L ) {
Rectangle rect = uluaGetRectangle( L, 1 );
rlViewport( rect.x, rect.y, rect.width, rect.height );
@@ -169,7 +169,7 @@ int lrlglViewport( lua_State *L ) {
Initialize drawing mode (how to organize vertex)
*/
-int lrlglBegin( lua_State *L ) {
+int lrlglBegin( lua_State* L ) {
rlBegin( luaL_checkinteger( L, 1 ) );
return 0;
@@ -180,7 +180,7 @@ int lrlglBegin( lua_State *L ) {
Finish vertex providing
*/
-int lrlglEnd( lua_State *L ) {
+int lrlglEnd( lua_State* L ) {
rlEnd();
return 0;
@@ -191,7 +191,7 @@ int lrlglEnd( lua_State *L ) {
Define one vertex (position)
*/
-int lrlglVertex2f( lua_State *L ) {
+int lrlglVertex2f( lua_State* L ) {
Vector2 position = uluaGetVector2( L, 1 );
rlVertex2f( position.x, position.y );
@@ -204,7 +204,7 @@ int lrlglVertex2f( lua_State *L ) {
Define one vertex (position)
*/
-int lrlglVertex3f( lua_State *L ) {
+int lrlglVertex3f( lua_State* L ) {
Vector3 position = uluaGetVector3( L, 1 );
rlVertex3f( position.x, position.y, position.z );
@@ -217,7 +217,7 @@ int lrlglVertex3f( lua_State *L ) {
Define one vertex (texture coordinate) - 2 float
*/
-int lrlglTexCoord2f( lua_State *L ) {
+int lrlglTexCoord2f( lua_State* L ) {
Vector2 texCoord = uluaGetVector2( L, 1 );
rlTexCoord2f( texCoord.x, texCoord.y );
@@ -230,7 +230,7 @@ int lrlglTexCoord2f( lua_State *L ) {
Define one vertex (normal) - 3 float
*/
-int lrlglNormal3f( lua_State *L ) {
+int lrlglNormal3f( lua_State* L ) {
Vector3 normal = uluaGetVector3( L, 1 );
rlNormal3f( normal.x, normal.y, normal.z );
@@ -243,7 +243,7 @@ int lrlglNormal3f( lua_State *L ) {
Define one vertex (color) - 4 byte
*/
-int lrlglColor4ub( lua_State *L ) {
+int lrlglColor4ub( lua_State* L ) {
Color color = uluaGetColor( L, 1 );
rlColor4ub( color.r, color.g, color.b, color.a );
@@ -256,7 +256,7 @@ int lrlglColor4ub( lua_State *L ) {
Define one vertex (color) - 3 float
*/
-int lrlglColor3f( lua_State *L ) {
+int lrlglColor3f( lua_State* L ) {
Vector3 color = uluaGetVector3( L, 1 );
rlColor3f( color.x, color.y, color.z );
@@ -269,7 +269,7 @@ int lrlglColor3f( lua_State *L ) {
Define one vertex (color) - 4 float
*/
-int lrlglColor4f( lua_State *L ) {
+int lrlglColor4f( lua_State* L ) {
Vector4 color = uluaGetVector4( L, 1 );
rlColor4f( color.x, color.y, color.z, color.w );
@@ -288,7 +288,7 @@ Enable vertex array (VAO, if supported)
- Success return bool
*/
-int lrlglEnableVertexArray( lua_State *L ) {
+int lrlglEnableVertexArray( lua_State* L ) {
lua_pushboolean( L, rlEnableVertexArray( luaL_checkinteger( L, 1 ) ) );
return 1;
@@ -299,7 +299,7 @@ int lrlglEnableVertexArray( lua_State *L ) {
Disable vertex array (VAO, if supported)
*/
-int lrlglDisableVertexArray( lua_State *L ) {
+int lrlglDisableVertexArray( lua_State* L ) {
rlDisableVertexArray();
return 0;
@@ -313,7 +313,7 @@ Enable vertex buffer (VBO)
- Failure return false
- Success return true
*/
-int lrlglEnableVertexBuffer( lua_State *L ) {
+int lrlglEnableVertexBuffer( lua_State* L ) {
rlEnableVertexBuffer( luaL_checkinteger( L, 1 ) );
return 0;
@@ -324,7 +324,7 @@ int lrlglEnableVertexBuffer( lua_State *L ) {
Disable vertex buffer (VBO)
*/
-int lrlglDisableVertexBuffer( lua_State *L ) {
+int lrlglDisableVertexBuffer( lua_State* L ) {
rlDisableVertexBuffer();
return 0;
@@ -335,7 +335,7 @@ int lrlglDisableVertexBuffer( lua_State *L ) {
Enable vertex buffer element (VBO element)
*/
-int lrlglEnableVertexBufferElement( lua_State *L ) {
+int lrlglEnableVertexBufferElement( lua_State* L ) {
rlEnableVertexBufferElement( luaL_checkinteger( L, 1 ) );
return 0;
@@ -346,7 +346,7 @@ int lrlglEnableVertexBufferElement( lua_State *L ) {
Disable vertex buffer element (VBO element)
*/
-int lrlglDisableVertexBufferElement( lua_State *L ) {
+int lrlglDisableVertexBufferElement( lua_State* L ) {
rlDisableVertexBufferElement();
return 0;
@@ -357,7 +357,7 @@ int lrlglDisableVertexBufferElement( lua_State *L ) {
Enable vertex attribute index
*/
-int lrlglEnableVertexAttribute( lua_State *L ) {
+int lrlglEnableVertexAttribute( lua_State* L ) {
rlEnableVertexAttribute( luaL_checkinteger( L, 1 ) );
return 0;
@@ -368,7 +368,7 @@ int lrlglEnableVertexAttribute( lua_State *L ) {
Disable vertex attribute index
*/
-int lrlglDisableVertexAttribute( lua_State *L ) {
+int lrlglDisableVertexAttribute( lua_State* L ) {
rlDisableVertexAttribute( luaL_checkinteger( L, 1 ) );
return 0;
@@ -383,7 +383,7 @@ int lrlglDisableVertexAttribute( lua_State *L ) {
Select and active a texture slot
*/
-int lrlglActiveTextureSlot( lua_State *L ) {
+int lrlglActiveTextureSlot( lua_State* L ) {
rlActiveTextureSlot( luaL_checkinteger( L, 1 ) );
return 0;
@@ -394,7 +394,7 @@ int lrlglActiveTextureSlot( lua_State *L ) {
Enable texture
*/
-int lrlglEnableTexture( lua_State *L ) {
+int lrlglEnableTexture( lua_State* L ) {
rlEnableTexture( luaL_checkinteger( L, 1 ) );
return 0;
@@ -405,7 +405,7 @@ int lrlglEnableTexture( lua_State *L ) {
Disable texture
*/
-int lrlglDisableTexture( lua_State *L ) {
+int lrlglDisableTexture( lua_State* L ) {
rlDisableTexture();
return 0;
@@ -416,7 +416,7 @@ int lrlglDisableTexture( lua_State *L ) {
Enable texture cubemap
*/
-int lrlglEnableTextureCubemap( lua_State *L ) {
+int lrlglEnableTextureCubemap( lua_State* L ) {
rlEnableTextureCubemap( luaL_checkinteger( L, 1 ) );
return 0;
@@ -427,7 +427,7 @@ int lrlglEnableTextureCubemap( lua_State *L ) {
Disable texture cubemap
*/
-int lrlglDisableTextureCubemap( lua_State *L ) {
+int lrlglDisableTextureCubemap( lua_State* L ) {
rlDisableTextureCubemap();
return 0;
@@ -438,7 +438,7 @@ int lrlglDisableTextureCubemap( lua_State *L ) {
Set texture parameters (filter, wrap)
*/
-int lrlglTextureParameters( lua_State *L ) {
+int lrlglTextureParameters( lua_State* L ) {
unsigned int id = luaL_checkinteger( L, 1 );
int param = luaL_checkinteger( L, 2 );
int value = luaL_checkinteger( L, 3 );
@@ -453,7 +453,7 @@ int lrlglTextureParameters( lua_State *L ) {
Set cubemap parameters (filter, wrap)
*/
-int lrlglCubemapParameters( lua_State *L ) {
+int lrlglCubemapParameters( lua_State* L ) {
unsigned int id = luaL_checkinteger( L, 1 );
int param = luaL_checkinteger( L, 2 );
int value = luaL_checkinteger( L, 3 );
@@ -472,7 +472,7 @@ int lrlglCubemapParameters( lua_State *L ) {
Enable shader program
*/
-int lrlglEnableShader( lua_State *L ) {
+int lrlglEnableShader( lua_State* L ) {
rlEnableShader( luaL_checkinteger( L, 1 ) );
return 0;
@@ -483,7 +483,7 @@ int lrlglEnableShader( lua_State *L ) {
Disable shader program
*/
-int lrlglDisableShader( lua_State *L ) {
+int lrlglDisableShader( lua_State* L ) {
rlDisableShader();
return 0;
@@ -498,7 +498,7 @@ int lrlglDisableShader( lua_State *L ) {
Enable render texture (fbo)
*/
-int lrlglEnableFramebuffer( lua_State *L ) {
+int lrlglEnableFramebuffer( lua_State* L ) {
rlEnableFramebuffer( luaL_checkinteger( L, 1 ) );
return 0;
@@ -509,7 +509,7 @@ int lrlglEnableFramebuffer( lua_State *L ) {
Disable render texture (fbo), return to default framebuffer
*/
-int lrlglDisableFramebuffer( lua_State *L ) {
+int lrlglDisableFramebuffer( lua_State* L ) {
rlDisableFramebuffer();
return 0;
@@ -520,7 +520,7 @@ int lrlglDisableFramebuffer( lua_State *L ) {
Activate multiple draw color buffers
*/
-int lrlglActiveDrawBuffers( lua_State *L ) {
+int lrlglActiveDrawBuffers( lua_State* L ) {
rlActiveDrawBuffers( luaL_checkinteger( L, 1 ) );
return 0;
@@ -535,7 +535,7 @@ int lrlglActiveDrawBuffers( lua_State *L ) {
Enable color blending
*/
-int lrlglEnableColorBlend( lua_State *L ) {
+int lrlglEnableColorBlend( lua_State* L ) {
rlEnableColorBlend();
return 0;
@@ -546,7 +546,7 @@ int lrlglEnableColorBlend( lua_State *L ) {
Disable color blending
*/
-int lrlglDisableColorBlend( lua_State *L ) {
+int lrlglDisableColorBlend( lua_State* L ) {
rlDisableColorBlend();
return 0;
@@ -557,7 +557,7 @@ int lrlglDisableColorBlend( lua_State *L ) {
Enable depth test
*/
-int lrlglEnableDepthTest( lua_State *L ) {
+int lrlglEnableDepthTest( lua_State* L ) {
rlEnableDepthTest();
return 0;
@@ -568,7 +568,7 @@ int lrlglEnableDepthTest( lua_State *L ) {
Disable depth test
*/
-int lrlglDisableDepthTest( lua_State *L ) {
+int lrlglDisableDepthTest( lua_State* L ) {
rlDisableDepthTest();
return 0;
@@ -579,7 +579,7 @@ int lrlglDisableDepthTest( lua_State *L ) {
Enable depth write
*/
-int lrlglEnableDepthMask( lua_State *L ) {
+int lrlglEnableDepthMask( lua_State* L ) {
rlEnableDepthMask();
return 0;
@@ -590,7 +590,7 @@ int lrlglEnableDepthMask( lua_State *L ) {
Disable depth write
*/
-int lrlglDisableDepthMask( lua_State *L ) {
+int lrlglDisableDepthMask( lua_State* L ) {
rlDisableDepthMask();
return 0;
@@ -601,7 +601,7 @@ int lrlglDisableDepthMask( lua_State *L ) {
Enable backface culling
*/
-int lrlglEnableBackfaceCulling( lua_State *L ) {
+int lrlglEnableBackfaceCulling( lua_State* L ) {
rlEnableBackfaceCulling();
return 0;
@@ -612,7 +612,7 @@ int lrlglEnableBackfaceCulling( lua_State *L ) {
Disable backface culling
*/
-int lrlglDisableBackfaceCulling( lua_State *L ) {
+int lrlglDisableBackfaceCulling( lua_State* L ) {
rlDisableBackfaceCulling();
return 0;
@@ -623,7 +623,7 @@ int lrlglDisableBackfaceCulling( lua_State *L ) {
Set face culling mode
*/
-int lrlglSetCullFace( lua_State *L ) {
+int lrlglSetCullFace( lua_State* L ) {
rlSetCullFace( luaL_checkinteger( L, 1 ) );
return 0;
@@ -634,7 +634,7 @@ int lrlglSetCullFace( lua_State *L ) {
Enable scissor test
*/
-int lrlglEnableScissorTest( lua_State *L ) {
+int lrlglEnableScissorTest( lua_State* L ) {
rlEnableScissorTest();
return 0;
@@ -645,7 +645,7 @@ int lrlglEnableScissorTest( lua_State *L ) {
Disable scissor test
*/
-int lrlglDisableScissorTest( lua_State *L ) {
+int lrlglDisableScissorTest( lua_State* L ) {
rlDisableScissorTest();
return 0;
@@ -656,7 +656,7 @@ int lrlglDisableScissorTest( lua_State *L ) {
Scissor test
*/
-int lrlglScissor( lua_State *L ) {
+int lrlglScissor( lua_State* L ) {
Rectangle area = uluaGetRectangle( L, 1 );
rlScissor( area.x, area.y, area.width, area.height );
@@ -669,7 +669,7 @@ int lrlglScissor( lua_State *L ) {
Enable wire mode
*/
-int lrlglEnableWireMode( lua_State *L ) {
+int lrlglEnableWireMode( lua_State* L ) {
rlEnableWireMode();
return 0;
@@ -680,7 +680,7 @@ int lrlglEnableWireMode( lua_State *L ) {
Disable wire mode
*/
-int lrlglDisableWireMode( lua_State *L ) {
+int lrlglDisableWireMode( lua_State* L ) {
rlDisableWireMode();
return 0;
@@ -691,7 +691,7 @@ int lrlglDisableWireMode( lua_State *L ) {
Set the line drawing width
*/
-int lrlglSetLineWidth( lua_State *L ) {
+int lrlglSetLineWidth( lua_State* L ) {
rlSetLineWidth( luaL_checknumber( L, 1 ) );
return 0;
@@ -704,7 +704,7 @@ Get the line drawing width
- Success return float
*/
-int lrlglGetLineWidth( lua_State *L ) {
+int lrlglGetLineWidth( lua_State* L ) {
lua_pushnumber( L, rlGetLineWidth() );
return 1;
@@ -715,7 +715,7 @@ int lrlglGetLineWidth( lua_State *L ) {
Enable line aliasing
*/
-int lrlglEnableSmoothLines( lua_State *L ) {
+int lrlglEnableSmoothLines( lua_State* L ) {
rlEnableSmoothLines();
return 0;
@@ -726,7 +726,7 @@ int lrlglEnableSmoothLines( lua_State *L ) {
Disable line aliasing
*/
-int lrlglDisableSmoothLines( lua_State *L ) {
+int lrlglDisableSmoothLines( lua_State* L ) {
rlDisableSmoothLines();
return 0;
@@ -737,7 +737,7 @@ int lrlglDisableSmoothLines( lua_State *L ) {
Enable stereo rendering
*/
-int lrlglEnableStereoRender( lua_State *L ) {
+int lrlglEnableStereoRender( lua_State* L ) {
rlEnableStereoRender();
return 0;
@@ -748,7 +748,7 @@ int lrlglEnableStereoRender( lua_State *L ) {
Enable stereo rendering
*/
-int lrlglDisableStereoRender( lua_State *L ) {
+int lrlglDisableStereoRender( lua_State* L ) {
rlDisableStereoRender();
return 0;
@@ -761,7 +761,7 @@ Check if stereo render is enabled
- Success return bool
*/
-int lrlglIsStereoRenderEnabled( lua_State *L ) {
+int lrlglIsStereoRenderEnabled( lua_State* L ) {
lua_pushboolean( L, rlIsStereoRenderEnabled() );
return 1;
@@ -772,7 +772,7 @@ int lrlglIsStereoRenderEnabled( lua_State *L ) {
Clear color buffer with color
*/
-int lrlglClearColor( lua_State *L ) {
+int lrlglClearColor( lua_State* L ) {
Color color = uluaGetColor( L, 1 );
rlClearColor( color.r, color.g, color.b, color.a );
@@ -785,7 +785,7 @@ int lrlglClearColor( lua_State *L ) {
Clear used screen buffers (color and depth)
*/
-int lrlglClearScreenBuffers( lua_State *L ) {
+int lrlglClearScreenBuffers( lua_State* L ) {
rlClearScreenBuffers();
return 0;
@@ -796,7 +796,7 @@ int lrlglClearScreenBuffers( lua_State *L ) {
Check and log OpenGL error codes
*/
-int lrlglCheckErrors( lua_State *L ) {
+int lrlglCheckErrors( lua_State* L ) {
rlCheckErrors();
return 0;
@@ -807,7 +807,7 @@ int lrlglCheckErrors( lua_State *L ) {
Set blending mode
*/
-int lrlglSetBlendMode( lua_State *L ) {
+int lrlglSetBlendMode( lua_State* L ) {
rlSetBlendMode( luaL_checkinteger( L, 1 ) );
return 0;
@@ -818,7 +818,7 @@ int lrlglSetBlendMode( lua_State *L ) {
Set blending mode factor and equation (using OpenGL factors)
*/
-int lrlglSetBlendFactors( lua_State *L ) {
+int lrlglSetBlendFactors( lua_State* L ) {
int glSrcFactor = luaL_checkinteger( L, 1 );
int glDstFactor = luaL_checkinteger( L, 2 );
int glEquation = luaL_checkinteger( L, 3 );
@@ -833,7 +833,7 @@ int lrlglSetBlendFactors( lua_State *L ) {
Set blending mode factors and equations separately (using OpenGL factors)
*/
-int lrlglSetBlendFactorsSeparate( lua_State *L ) {
+int lrlglSetBlendFactorsSeparate( lua_State* L ) {
int glSrcRGB = luaL_checkinteger( L, 1 );
int glDstRGB = luaL_checkinteger( L, 2 );
int glSrcAlpha = luaL_checkinteger( L, 3 );
@@ -858,7 +858,7 @@ Get current OpenGL version
- Success return int
*/
-int lrlglGetVersion( lua_State *L ) {
+int lrlglGetVersion( lua_State* L ) {
lua_pushinteger( L, rlGetVersion() );
return 1;
@@ -869,7 +869,7 @@ int lrlglGetVersion( lua_State *L ) {
Set current framebuffer width
*/
-int lrlglSetFramebufferWidth( lua_State *L ) {
+int lrlglSetFramebufferWidth( lua_State* L ) {
int width = luaL_checkinteger( L, 1 );
rlSetFramebufferWidth( width );
@@ -884,7 +884,7 @@ Get default framebuffer width
- Success return int
*/
-int lrlglGetFramebufferWidth( lua_State *L ) {
+int lrlglGetFramebufferWidth( lua_State* L ) {
lua_pushinteger( L, rlGetFramebufferWidth() );
return 1;
@@ -895,7 +895,7 @@ int lrlglGetFramebufferWidth( lua_State *L ) {
Set current framebuffer height
*/
-int lrlglSetFramebufferHeight( lua_State *L ) {
+int lrlglSetFramebufferHeight( lua_State* L ) {
int height = luaL_checkinteger( L, 1 );
rlSetFramebufferWidth( height );
@@ -910,7 +910,7 @@ Get default framebuffer height
- Success return int
*/
-int lrlglGetFramebufferHeight( lua_State *L ) {
+int lrlglGetFramebufferHeight( lua_State* L ) {
lua_pushinteger( L, rlGetFramebufferHeight() );
return 1;
@@ -923,7 +923,7 @@ Get default texture id
- Success return int
*/
-int lrlglGetTextureIdDefault( lua_State *L ) {
+int lrlglGetTextureIdDefault( lua_State* L ) {
lua_pushinteger( L, rlGetTextureIdDefault() );
return 1;
@@ -936,7 +936,7 @@ Get default shader id
- Success return int
*/
-int lrlglGetShaderIdDefault( lua_State *L ) {
+int lrlglGetShaderIdDefault( lua_State* L ) {
lua_pushinteger( L, rlGetShaderIdDefault() );
return 1;
@@ -949,8 +949,8 @@ Get default shader locations
- Success return int{}
*/
-int lrlglGetShaderLocsDefault( lua_State *L ) {
- int *locs = rlGetShaderLocsDefault();
+int lrlglGetShaderLocsDefault( lua_State* L ) {
+ int* locs = rlGetShaderLocsDefault();
lua_createtable( L, RL_MAX_SHADER_LOCATIONS, 0 );
@@ -973,7 +973,7 @@ Load a render batch system
- Success return rlRenderBatch
*/
-int lrlglLoadRenderBatch( lua_State *L ) {
+int lrlglLoadRenderBatch( lua_State* L ) {
int numBuffers = luaL_checkinteger( L, 1 );
int bufferElements = luaL_checkinteger( L, 2 );
@@ -987,8 +987,8 @@ int lrlglLoadRenderBatch( lua_State *L ) {
Unload render batch system
*/
-int lrlglUnloadRenderBatch( lua_State *L ) {
- rlRenderBatch *renderBatch = uluaGetRLRenderBatch( L, 1 );
+int lrlglUnloadRenderBatch( lua_State* L ) {
+ rlRenderBatch* renderBatch = uluaGetRLRenderBatch( L, 1 );
rlUnloadRenderBatch( *renderBatch );
@@ -1000,8 +1000,8 @@ int lrlglUnloadRenderBatch( lua_State *L ) {
Draw render batch data (Update->Draw->Reset)
*/
-int lrlglDrawRenderBatch( lua_State *L ) {
- rlRenderBatch *renderBatch = uluaGetRLRenderBatch( L, 1 );
+int lrlglDrawRenderBatch( lua_State* L ) {
+ rlRenderBatch* renderBatch = uluaGetRLRenderBatch( L, 1 );
rlDrawRenderBatch( renderBatch );
@@ -1013,8 +1013,8 @@ int lrlglDrawRenderBatch( lua_State *L ) {
Set the active render batch for rlgl (nil for default internal)
*/
-int lrlglSetRenderBatchActive( lua_State *L ) {
- rlRenderBatch *renderBatch = NULL;
+int lrlglSetRenderBatchActive( lua_State* L ) {
+ rlRenderBatch* renderBatch = NULL;
if ( !lua_isnil( L, 1 ) ) {
renderBatch = uluaGetRLRenderBatch( L, 1 );
@@ -1029,7 +1029,7 @@ int lrlglSetRenderBatchActive( lua_State *L ) {
Update and draw internal render batch
*/
-int lrlglDrawRenderBatchActive( lua_State *L ) {
+int lrlglDrawRenderBatchActive( lua_State* L ) {
rlDrawRenderBatchActive();
return 0;
@@ -1042,7 +1042,7 @@ Check internal buffer overflow for a given number of vertex and force a rlRender
- Success return bool
*/
-int lrlglCheckRenderBatchLimit( lua_State *L ) {
+int lrlglCheckRenderBatchLimit( lua_State* L ) {
lua_pushboolean( L, rlCheckRenderBatchLimit( luaL_checkinteger( L, 1 ) ) );
return 1;
@@ -1053,7 +1053,7 @@ int lrlglCheckRenderBatchLimit( lua_State *L ) {
Set current texture for render batch and check buffers limits
*/
-int lrlglSetTexture( lua_State *L ) {
+int lrlglSetTexture( lua_State* L ) {
rlSetTexture( luaL_checkinteger( L, 1 ) );
return 0;
@@ -1070,7 +1070,7 @@ Load vertex array (vao) if supported
- Success return int
*/
-int lrlglLoadVertexArray( lua_State *L ) {
+int lrlglLoadVertexArray( lua_State* L ) {
lua_pushinteger( L, rlLoadVertexArray() );
return 1;
@@ -1083,8 +1083,8 @@ Load a vertex buffer attribute
- Success return int
*/
-int lrlglLoadVertexBuffer( lua_State *L ) {
- Buffer *buffer = uluaGetBuffer( L, 1 );
+int lrlglLoadVertexBuffer( lua_State* L ) {
+ Buffer* buffer = uluaGetBuffer( L, 1 );
bool dynamic = uluaGetBoolean( L, 2 );
lua_pushinteger( L, rlLoadVertexBuffer( buffer->data, buffer->size, dynamic ) );
@@ -1099,8 +1099,8 @@ Load a new attributes element buffer
- Success return int
*/
-int lrlglLoadVertexBufferElement( lua_State *L ) {
- Buffer *buffer = uluaGetBuffer( L, 1 );
+int lrlglLoadVertexBufferElement( lua_State* L ) {
+ Buffer* buffer = uluaGetBuffer( L, 1 );
bool dynamic = uluaGetBoolean( L, 2 );
lua_pushinteger( L, rlLoadVertexBufferElement( buffer->data, buffer->size, dynamic ) );
@@ -1113,9 +1113,9 @@ int lrlglLoadVertexBufferElement( lua_State *L ) {
Update GPU buffer with new data
*/
-int lrlglUpdateVertexBuffer( lua_State *L ) {
+int lrlglUpdateVertexBuffer( lua_State* L ) {
int bufferId = luaL_checkinteger( L, 1 );
- Buffer *buffer = uluaGetBuffer( L, 2 );
+ Buffer* buffer = uluaGetBuffer( L, 2 );
int offset = luaL_checkinteger( L, 3 );
rlUpdateVertexBuffer( bufferId, buffer->data, buffer->size, offset );
@@ -1128,9 +1128,9 @@ int lrlglUpdateVertexBuffer( lua_State *L ) {
Update vertex buffer elements with new data
*/
-int lrlglUpdateVertexBufferElements( lua_State *L ) {
+int lrlglUpdateVertexBufferElements( lua_State* L ) {
int bufferId = luaL_checkinteger( L, 1 );
- Buffer *buffer = uluaGetBuffer( L, 2 );
+ Buffer* buffer = uluaGetBuffer( L, 2 );
int offset = luaL_checkinteger( L, 3 );
rlUpdateVertexBufferElements( bufferId, buffer->data, buffer->size, offset );
@@ -1143,7 +1143,7 @@ int lrlglUpdateVertexBufferElements( lua_State *L ) {
Unload vertex array object (VAO)
*/
-int lrlglUnloadVertexArray( lua_State *L ) {
+int lrlglUnloadVertexArray( lua_State* L ) {
rlUnloadVertexArray( luaL_checkinteger( L, 1 ) );
return 0;
@@ -1154,7 +1154,7 @@ int lrlglUnloadVertexArray( lua_State *L ) {
Unload vertex buffer (VBO)
*/
-int lrlglUnloadVertexBuffer( lua_State *L ) {
+int lrlglUnloadVertexBuffer( lua_State* L ) {
rlUnloadVertexBuffer( luaL_checkinteger( L, 1 ) );
return 0;
@@ -1165,7 +1165,7 @@ int lrlglUnloadVertexBuffer( lua_State *L ) {
Set vertex attribute. NOTE: Pointer should be given in size of bytes
*/
-int lrlglSetVertexAttribute( lua_State *L ) {
+int lrlglSetVertexAttribute( lua_State* L ) {
int index = luaL_checkinteger( L, 1 );
int compSize = luaL_checkinteger( L, 2 );
int type = luaL_checkinteger( L, 3 );
@@ -1183,7 +1183,7 @@ int lrlglSetVertexAttribute( lua_State *L ) {
Set vertex attribute divisor
*/
-int lrlglSetVertexAttributeDivisor( lua_State *L ) {
+int lrlglSetVertexAttributeDivisor( lua_State* L ) {
unsigned int index = (unsigned int)luaL_checkinteger( L, 1 );
int divisor = luaL_checkinteger( L, 2 );
@@ -1197,7 +1197,7 @@ int lrlglSetVertexAttributeDivisor( lua_State *L ) {
Set vertex attribute default value
*/
-int lrlglSetVertexAttributeDefault( lua_State *L ) {
+int lrlglSetVertexAttributeDefault( lua_State* L ) {
int locIndex = luaL_checkinteger( L, 1 );
int attribType = luaL_checkinteger( L, 3 );
int count = uluaGetTableLen( L, 2 );
@@ -1222,7 +1222,7 @@ int lrlglSetVertexAttributeDefault( lua_State *L ) {
Draw vertex array
*/
-int lrlglDrawVertexArray( lua_State *L ) {
+int lrlglDrawVertexArray( lua_State* L ) {
int offset = luaL_checkinteger( L, 1 );
int count = luaL_checkinteger( L, 2 );
@@ -1236,10 +1236,10 @@ int lrlglDrawVertexArray( lua_State *L ) {
Draw vertex array elements
*/
-int lrlglDrawVertexArrayElements( lua_State *L ) {
+int lrlglDrawVertexArrayElements( lua_State* L ) {
int offset = luaL_checkinteger( L, 1 );
int count = luaL_checkinteger( L, 2 );
- Buffer *buffer = uluaGetBuffer( L, 3 );
+ Buffer* buffer = uluaGetBuffer( L, 3 );
rlDrawVertexArrayElements( offset, count, buffer->data );
@@ -1251,7 +1251,7 @@ int lrlglDrawVertexArrayElements( lua_State *L ) {
Draw vertex array instanced
*/
-int lrlglDrawVertexArrayInstanced( lua_State *L ) {
+int lrlglDrawVertexArrayInstanced( lua_State* L ) {
int offset = luaL_checkinteger( L, 1 );
int count = luaL_checkinteger( L, 2 );
int instances = luaL_checkinteger( L, 3 );
@@ -1266,10 +1266,10 @@ int lrlglDrawVertexArrayInstanced( lua_State *L ) {
Draw vertex array elements instanced
*/
-int lrlglDrawVertexArrayElementsInstanced( lua_State *L ) {
+int lrlglDrawVertexArrayElementsInstanced( lua_State* L ) {
int offset = luaL_checkinteger( L, 1 );
int count = luaL_checkinteger( L, 2 );
- Buffer *buffer = uluaGetBuffer( L, 3 );
+ Buffer* buffer = uluaGetBuffer( L, 3 );
int instances = luaL_checkinteger( L, 4 );
rlDrawVertexArrayElementsInstanced( offset, count, buffer->data, instances );
@@ -1288,8 +1288,8 @@ Load texture in GPU
- Success return int
*/
-int lrlglLoadTexture( lua_State *L ) {
- Buffer *data = uluaGetBuffer( L, 1 );
+int lrlglLoadTexture( lua_State* L ) {
+ Buffer* data = uluaGetBuffer( L, 1 );
Vector2 size = uluaGetVector2( L, 2 );
int format = luaL_checkinteger( L, 3 );
int mipmapCount = luaL_checkinteger( L, 4 );
@@ -1306,7 +1306,7 @@ Load depth texture/renderbuffer (to be attached to fbo)
- Success return int
*/
-int lrlglLoadTextureDepth( lua_State *L ) {
+int lrlglLoadTextureDepth( lua_State* L ) {
Vector2 size = uluaGetVector2( L, 1 );
bool useRenderBuffer = uluaGetBoolean( L, 2 );
@@ -1322,8 +1322,8 @@ Load texture cubemap
- Success return int
*/
-int lrlglLoadTextureCubemap( lua_State *L ) {
- Buffer *data = uluaGetBuffer( L, 1 );
+int lrlglLoadTextureCubemap( lua_State* L ) {
+ Buffer* data = uluaGetBuffer( L, 1 );
int size = luaL_checkinteger( L, 2 );
int format = luaL_checkinteger( L, 3 );
@@ -1337,12 +1337,12 @@ int lrlglLoadTextureCubemap( lua_State *L ) {
Update GPU texture with new data
*/
-int lrlglUpdateTexture( lua_State *L ) {
+int lrlglUpdateTexture( lua_State* L ) {
unsigned int id = (unsigned int)luaL_checkinteger( L, 1 );
Vector2 offset = uluaGetVector2( L, 2 );
Vector2 size = uluaGetVector2( L, 3 );
int format = luaL_checkinteger( L, 4 );
- Buffer *data = uluaGetBuffer( L, 5 );
+ Buffer* data = uluaGetBuffer( L, 5 );
rlUpdateTexture( id, (int)offset.x, (int)offset.y, (int)size.x, (int)size.y, format, data->data );
@@ -1356,7 +1356,7 @@ Get OpenGL internal formats
- Success return int, int, int
*/
-int lrlglGetGlTextureFormats( lua_State *L ) {
+int lrlglGetGlTextureFormats( lua_State* L ) {
int format = luaL_checkinteger( L, 1 );
unsigned int glInternalFormat, glFormat, glType;
@@ -1376,7 +1376,7 @@ Get name string for pixel format
- Success return string
*/
-int lrlglGetPixelFormatName( lua_State *L ) {
+int lrlglGetPixelFormatName( lua_State* L ) {
int format = luaL_checkinteger( L, 1 );
lua_pushstring( L, rlGetPixelFormatName( format ) );
@@ -1389,7 +1389,7 @@ int lrlglGetPixelFormatName( lua_State *L ) {
Unload texture from GPU memory
*/
-int lrlglUnloadTexture( lua_State *L ) {
+int lrlglUnloadTexture( lua_State* L ) {
rlUnloadTexture( (unsigned int)luaL_checkinteger( L, 1 ) );
return 0;
@@ -1402,7 +1402,7 @@ Generate mipmap data for selected texture
- Success return int
*/
-int lrlglGenTextureMipmaps( lua_State *L ) {
+int lrlglGenTextureMipmaps( lua_State* L ) {
unsigned int id = (unsigned int)luaL_checkinteger( L, 1 );
Vector2 size = uluaGetVector2( L, 2 );
int format = luaL_checkinteger( L, 3 );
@@ -1422,7 +1422,7 @@ Read texture pixel data
- Success return Buffer
*/
-int lrlglReadTexturePixels( lua_State *L ) {
+int lrlglReadTexturePixels( lua_State* L ) {
unsigned int id = (unsigned int)luaL_checkinteger( L, 1 );
Vector2 size = uluaGetVector2( L, 2 );
int format = luaL_checkinteger( L, 3 );
@@ -1447,7 +1447,7 @@ Read screen pixel data (color buffer)
- Success return Buffer
*/
-int lrlglReadScreenPixels( lua_State *L ) {
+int lrlglReadScreenPixels( lua_State* L ) {
Vector2 size = uluaGetVector2( L, 1 );
size_t dataSize = (int)size.x * (int)size.y * 4 * sizeof(unsigned char);
@@ -1474,7 +1474,7 @@ Load an empty framebuffer
- Success return int
*/
-int lrlglLoadFramebuffer( lua_State *L ) {
+int lrlglLoadFramebuffer( lua_State* L ) {
Vector2 size = uluaGetVector2( L, 1 );
lua_pushinteger( L, rlLoadFramebuffer( size.x, size.y ) );
@@ -1487,7 +1487,7 @@ int lrlglLoadFramebuffer( lua_State *L ) {
Attach texture/renderbuffer to a framebuffer
*/
-int lrlglFramebufferAttach( lua_State *L ) {
+int lrlglFramebufferAttach( lua_State* L ) {
unsigned int fboId = luaL_checkinteger( L, 1 );
unsigned int texId = luaL_checkinteger( L, 2 );
int attachType = luaL_checkinteger( L, 3 );
@@ -1506,7 +1506,7 @@ Verify framebuffer is complete
- Success return bool
*/
-int lrlglFramebufferComplete( lua_State *L ) {
+int lrlglFramebufferComplete( lua_State* L ) {
unsigned int id = luaL_checkinteger( L, 1 );
lua_pushboolean( L, rlFramebufferComplete( id ) );
@@ -1519,7 +1519,7 @@ int lrlglFramebufferComplete( lua_State *L ) {
Delete framebuffer from GPU
*/
-int lrlglUnloadFramebuffer( lua_State *L ) {
+int lrlglUnloadFramebuffer( lua_State* L ) {
unsigned int id = luaL_checkinteger( L, 1 );
rlUnloadFramebuffer( id );
@@ -1538,7 +1538,7 @@ Load shader from code strings
- Success return int
*/
-int lrlglLoadShaderCode( lua_State *L ) {
+int lrlglLoadShaderCode( lua_State* L ) {
lua_pushinteger( L, rlLoadShaderCode( luaL_checkstring( L, 1 ), luaL_checkstring( L, 2 ) ) );
return 1;
@@ -1551,7 +1551,7 @@ Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_
- Success return int
*/
-int lrlglCompileShader( lua_State *L ) {
+int lrlglCompileShader( lua_State* L ) {
int type = luaL_checkinteger( L, 2 );
lua_pushinteger( L, rlCompileShader( luaL_checkstring( L, 1 ), type ) );
@@ -1566,7 +1566,7 @@ Load custom shader program
- Success return int
*/
-int lrlglLoadShaderProgram( lua_State *L ) {
+int lrlglLoadShaderProgram( lua_State* L ) {
unsigned int vShaderId = (unsigned int)luaL_checkinteger( L, 1 );
unsigned int fShaderId = (unsigned int)luaL_checkinteger( L, 2 );
@@ -1580,7 +1580,7 @@ int lrlglLoadShaderProgram( lua_State *L ) {
Unload shader program
*/
-int lrlglUnloadShaderProgram( lua_State *L ) {
+int lrlglUnloadShaderProgram( lua_State* L ) {
unsigned int id = (unsigned int)luaL_checkinteger( L, 1 );
rlUnloadShaderProgram( id );
@@ -1595,7 +1595,7 @@ Get shader location uniform
- Success return int
*/
-int lrlglGetLocationUniform( lua_State *L ) {
+int lrlglGetLocationUniform( lua_State* L ) {
unsigned int shaderId = (unsigned int)luaL_checkinteger( L, 1 );
lua_pushinteger( L, rlGetLocationUniform( shaderId, luaL_checkstring( L, 2 ) ) );
@@ -1610,7 +1610,7 @@ Get shader location attribute
- Success return int
*/
-int lrlglGetLocationAttrib( lua_State *L ) {
+int lrlglGetLocationAttrib( lua_State* L ) {
unsigned int shaderId = (unsigned int)luaL_checkinteger( L, 1 );
lua_pushinteger( L, rlGetLocationAttrib( shaderId, luaL_checkstring( L, 2 ) ) );
@@ -1623,9 +1623,9 @@ int lrlglGetLocationAttrib( lua_State *L ) {
Set shader value uniform
*/
-int lrlglSetUniform( lua_State *L ) {
+int lrlglSetUniform( lua_State* L ) {
int locIndex = luaL_checkinteger( L, 1 );
- Buffer *value = uluaGetBuffer( L, 2 );
+ Buffer* value = uluaGetBuffer( L, 2 );
int uniformType = luaL_checkinteger( L, 3 );
int count = luaL_checkinteger( L, 4 );
@@ -1639,7 +1639,7 @@ int lrlglSetUniform( lua_State *L ) {
Set shader value matrix
*/
-int lrlglSetUniformMatrix( lua_State *L ) {
+int lrlglSetUniformMatrix( lua_State* L ) {
int locIndex = luaL_checkinteger( L, 1 );
Matrix mat = uluaGetMatrix( L, 2 );
@@ -1653,7 +1653,7 @@ int lrlglSetUniformMatrix( lua_State *L ) {
Set shader value sampler
*/
-int lrlglSetUniformSampler( lua_State *L ) {
+int lrlglSetUniformSampler( lua_State* L ) {
int locIndex = luaL_checkinteger( L, 1 );
unsigned int textureId = (unsigned int)luaL_checkinteger( L, 2 );
@@ -1667,7 +1667,7 @@ int lrlglSetUniformSampler( lua_State *L ) {
Set shader currently active (id and locations)
*/
-int lrlglSetShader( lua_State *L ) {
+int lrlglSetShader( lua_State* L ) {
unsigned int id = (unsigned int)luaL_checkinteger( L, 1 );
int t = 2, i = 0;
@@ -1698,7 +1698,7 @@ Load compute shader program
- Success return int
*/
-int lrlglLoadComputeShaderProgram( lua_State *L ) {
+int lrlglLoadComputeShaderProgram( lua_State* L ) {
unsigned int shaderId = (unsigned int)luaL_checkinteger( L, 1 );
lua_pushinteger( L, rlLoadComputeShaderProgram( shaderId ) );
@@ -1711,7 +1711,7 @@ int lrlglLoadComputeShaderProgram( lua_State *L ) {
Dispatch compute shader (equivalent to *draw* for graphics pipeline)
*/
-int lrlglComputeShaderDispatch( lua_State *L ) {
+int lrlglComputeShaderDispatch( lua_State* L ) {
unsigned int groupX = (unsigned int)luaL_checkinteger( L, 1 );
unsigned int groupY = (unsigned int)luaL_checkinteger( L, 2 );
unsigned int groupZ = (unsigned int)luaL_checkinteger( L, 3 );
@@ -1732,9 +1732,9 @@ Load shader storage buffer object (SSBO)
- Success return int
*/
-int lrlglLoadShaderBuffer( lua_State *L ) {
+int lrlglLoadShaderBuffer( lua_State* L ) {
unsigned int size = (unsigned int)luaL_checkinteger( L, 1 );
- Buffer *data = uluaGetBuffer( L, 2 );
+ Buffer* data = uluaGetBuffer( L, 2 );
int usageHint = luaL_checkinteger( L, 3 );
lua_pushinteger( L, rlLoadShaderBuffer( size, data->data, usageHint ) );
@@ -1747,7 +1747,7 @@ int lrlglLoadShaderBuffer( lua_State *L ) {
Unload shader storage buffer object (SSBO)
*/
-int lrlglUnloadShaderBuffer( lua_State *L ) {
+int lrlglUnloadShaderBuffer( lua_State* L ) {
unsigned int ssboId = (unsigned int)luaL_checkinteger( L, 1 );
rlUnloadShaderBuffer( ssboId );
@@ -1760,9 +1760,9 @@ int lrlglUnloadShaderBuffer( lua_State *L ) {
Update SSBO buffer data
*/
-int lrlglUpdateShaderBuffer( lua_State *L ) {
+int lrlglUpdateShaderBuffer( lua_State* L ) {
unsigned int id = (unsigned int)luaL_checkinteger( L, 1 );
- Buffer *data = uluaGetBuffer( L, 2 );
+ Buffer* data = uluaGetBuffer( L, 2 );
unsigned int offset = (unsigned int)luaL_checkinteger( L, 3 );
rlUpdateShaderBuffer( id, data->data, data->size, offset );
@@ -1775,7 +1775,7 @@ int lrlglUpdateShaderBuffer( lua_State *L ) {
Bind SSBO buffer
*/
-int lrlglBindShaderBuffer( lua_State *L ) {
+int lrlglBindShaderBuffer( lua_State* L ) {
unsigned int id = (unsigned int)luaL_checkinteger( L, 1 );
unsigned int index = (unsigned int)luaL_checkinteger( L, 2 );
@@ -1791,7 +1791,7 @@ Read SSBO buffer data (GPU->CPU)
- Success return Buffer
*/
-int lrlglReadShaderBuffer( lua_State *L ) {
+int lrlglReadShaderBuffer( lua_State* L ) {
unsigned int id = (unsigned int)luaL_checkinteger( L, 1 );
unsigned int count = (unsigned int)luaL_checkinteger( L, 2 );
unsigned int offset = (unsigned int)luaL_checkinteger( L, 3 );
@@ -1812,7 +1812,7 @@ int lrlglReadShaderBuffer( lua_State *L ) {
Copy SSBO data between buffers
*/
-int lrlglCopyShaderBuffer( lua_State *L ) {
+int lrlglCopyShaderBuffer( lua_State* L ) {
unsigned int destId = (unsigned int)luaL_checkinteger( L, 1 );
unsigned int srcId = (unsigned int)luaL_checkinteger( L, 2 );
unsigned int destOffset = (unsigned int)luaL_checkinteger( L, 3 );
@@ -1831,7 +1831,7 @@ Get SSBO buffer size
- Success return int
*/
-int lrlglGetShaderBufferSize( lua_State *L ) {
+int lrlglGetShaderBufferSize( lua_State* L ) {
unsigned int id = (unsigned int)luaL_checkinteger( L, 1 );
lua_pushinteger( L, rlGetShaderBufferSize( id ) );
@@ -1848,7 +1848,7 @@ int lrlglGetShaderBufferSize( lua_State *L ) {
Bind image texture
*/
-int lrlglBindImageTexture( lua_State *L ) {
+int lrlglBindImageTexture( lua_State* L ) {
unsigned int id = (unsigned int)luaL_checkinteger( L, 1 );
unsigned int index = (unsigned int)luaL_checkinteger( L, 2 );
int format = luaL_checkinteger( L, 3 );
@@ -1870,7 +1870,7 @@ Get internal modelview matrix
- Success return Matrix
*/
-int lrlglGetMatrixModelview( lua_State *L ) {
+int lrlglGetMatrixModelview( lua_State* L ) {
uluaPushMatrix( L, rlGetMatrixModelview() );
return 1;
@@ -1883,7 +1883,7 @@ Get internal projection matrix
- Success return Matrix
*/
-int lrlglGetMatrixProjection( lua_State *L ) {
+int lrlglGetMatrixProjection( lua_State* L ) {
uluaPushMatrix( L, rlGetMatrixProjection() );
return 1;
@@ -1896,7 +1896,7 @@ Get internal accumulated transform matrix
- Success return Matrix
*/
-int lrlglGetMatrixTransform( lua_State *L ) {
+int lrlglGetMatrixTransform( lua_State* L ) {
uluaPushMatrix( L, rlGetMatrixTransform() );
return 1;
@@ -1909,7 +1909,7 @@ Get internal projection matrix for stereo render (selected eye)
- Success return Matrix
*/
-int lrlglGetMatrixProjectionStereo( lua_State *L ) {
+int lrlglGetMatrixProjectionStereo( lua_State* L ) {
uluaPushMatrix( L, rlGetMatrixProjectionStereo( luaL_checkinteger( L, 1 ) ) );
return 1;
@@ -1922,7 +1922,7 @@ Get internal view offset matrix for stereo render (selected eye)
- Success return Matrix
*/
-int lrlglGetMatrixViewOffsetStereo( lua_State *L ) {
+int lrlglGetMatrixViewOffsetStereo( lua_State* L ) {
uluaPushMatrix( L, rlGetMatrixViewOffsetStereo( luaL_checkinteger( L, 1 ) ) );
return 1;
@@ -1933,7 +1933,7 @@ int lrlglGetMatrixViewOffsetStereo( lua_State *L ) {
Set a custom projection matrix (replaces internal projection matrix)
*/
-int lrlglSetMatrixProjection( lua_State *L ) {
+int lrlglSetMatrixProjection( lua_State* L ) {
rlSetMatrixProjection( uluaGetMatrix( L, 1 ) );
return 0;
@@ -1944,7 +1944,7 @@ int lrlglSetMatrixProjection( lua_State *L ) {
Set a custom modelview matrix (replaces internal modelview matrix)
*/
-int lrlglSetMatrixModelview( lua_State *L ) {
+int lrlglSetMatrixModelview( lua_State* L ) {
rlSetMatrixModelview( uluaGetMatrix( L, 1 ) );
return 0;
@@ -1955,7 +1955,7 @@ int lrlglSetMatrixModelview( lua_State *L ) {
Set eyes projection matrices for stereo rendering
*/
-int lrlglSetMatrixProjectionStereo( lua_State *L ) {
+int lrlglSetMatrixProjectionStereo( lua_State* L ) {
rlSetMatrixProjectionStereo( uluaGetMatrix( L, 1 ), uluaGetMatrix( L, 2 ) );
return 0;
@@ -1966,7 +1966,7 @@ int lrlglSetMatrixProjectionStereo( lua_State *L ) {
Set eyes view offsets matrices for stereo rendering
*/
-int lrlglSetMatrixViewOffsetStereo( lua_State *L ) {
+int lrlglSetMatrixViewOffsetStereo( lua_State* L ) {
rlSetMatrixViewOffsetStereo( uluaGetMatrix( L, 1 ), uluaGetMatrix( L, 2 ) );
return 0;