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-rw-r--r--src/models.c10
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 );