diff options
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 310 |
1 files changed, 155 insertions, 155 deletions
@@ -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; |
