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authorjussi2023-10-30 22:40:20 +0200
committerjussi2023-10-30 22:40:20 +0200
commitc3295e014d979c0213b3fb7e4837b5356bc8fdb4 (patch)
tree66ee22c7140761a17bf174d71fecfb94c1378b1d /src/textures.c
parent6e0d577d63b221797cdc7f392718dd1c4fb384b4 (diff)
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Reintroducing Unload functions. Is*Ready functions. GC_UNLOAD setting and check function.
Diffstat (limited to 'src/textures.c')
-rw-r--r--src/textures.c69
1 files changed, 69 insertions, 0 deletions
diff --git a/src/textures.c b/src/textures.c
index abfdf01..9f65ab5 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -55,6 +55,34 @@ int ltexturesLoadImageFromScreen( lua_State *L ) {
}
/*
+> isReady = RL.IsImageReady( Image image )
+
+Check if an image is ready
+
+- Success return bool
+*/
+int ltextureIsImageReady( lua_State *L ) {
+ Image *image = uluaGetImage( L, 1 );
+
+ lua_pushboolean( L, IsImageReady( *image ) );
+
+ return 1;
+}
+
+/*
+> RL.UnloadImage( Image image )
+
+Unload image from CPU memory (RAM)
+*/
+int ltextureUnloadImage( lua_State *L ) {
+ Image *image = uluaGetImage( L, 1 );
+
+ UnloadImage( *image );
+
+ return 0;
+}
+
+/*
> success = RL.ExportImage( Image image, string fileName )
Export image data to file, returns true on success
@@ -1042,6 +1070,47 @@ int ltexturesIsTextureReady( lua_State *L ) {
}
/*
+> RL.UnloadTexture( Texture texture )
+
+Unload texture from GPU memory (VRAM)
+*/
+int ltextureUnloadTexture( lua_State *L ) {
+ Texture *texture = uluaGetTexture( L, 1 );
+
+ UnloadTexture( *texture );
+
+ return 0;
+}
+
+/*
+> isReady = RL.IsRenderTextureReady( RenderTexture target )
+
+Check if a render texture is ready
+
+- Success return bool
+*/
+int ltexturesIsRenderTextureReady( lua_State *L ) {
+ RenderTexture *target = uluaGetRenderTexture( L, 1 );
+
+ lua_pushboolean( L, IsRenderTextureReady( *target ) );
+
+ return 1;
+}
+
+/*
+> RL.UnloadRenderTexture( RenderTexture target )
+
+Unload render texture from GPU memory (VRAM)
+*/
+int ltextureUnloadRenderTexture( lua_State *L ) {
+ RenderTexture *target = uluaGetRenderTexture( L, 1 );
+
+ UnloadRenderTexture( *target );
+
+ return 0;
+}
+
+/*
> RL.UpdateTexture( Texture texture, int{} pixels )
Update GPU texture with new data