summaryrefslogtreecommitdiff
path: root/src/textures.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/textures.c')
-rw-r--r--src/textures.c40
1 files changed, 12 insertions, 28 deletions
diff --git a/src/textures.c b/src/textures.c
index 427a06e..d571a32 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -54,22 +54,6 @@ int ltexturesLoadImageRaw( lua_State* L ) {
}
/*
-> image = RL.LoadImageSvg( string fileNameOrString, Vector2 size )
-
-Load image from SVG file data or string with specified size
-
-- Success return Image
-*/
-int ltexturesLoadImageSvg( lua_State* L ) {
- const char* fileNameOrString = luaL_checkstring( L, 1 );
- Vector2 size = uluaGetVector2( L, 2 );
-
- uluaPushImage( L, LoadImageSvg( fileNameOrString, (int)size.x, (int)size.y ) );
-
- return 1;
-}
-
-/*
> image, frameCount = RL.LoadImageAnim( string fileName )
Load image sequence from file (frames appended to image.data). All frames are returned in RGBA format
@@ -165,16 +149,16 @@ int ltexturesLoadImageFromScreen( lua_State* L ) {
}
/*
-> isReady = RL.IsImageReady( Image image )
+> isReady = RL.IsImageValid( Image image )
-Check if an image is ready
+Check if an image is valid (data and parameters)
- Success return bool
*/
-int ltextureIsImageReady( lua_State* L ) {
+int ltextureIsImageValid( lua_State* L ) {
Image* image = uluaGetImage( L, 1 );
- lua_pushboolean( L, IsImageReady( *image ) );
+ lua_pushboolean( L, IsImageValid( *image ) );
return 1;
}
@@ -1274,16 +1258,16 @@ int ltexturesLoadRenderTextureFromData( lua_State* L ) {
}
/*
-> isReady = RL.IsTextureReady( Texture texture )
+> isReady = RL.IsTextureValid( Texture texture )
-Check if a texture is ready
+Check if a texture is valid (loaded in GPU)
- Success return bool
*/
-int ltexturesIsTextureReady( lua_State* L ) {
+int ltexturesIsTextureValid( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
- lua_pushboolean( L, IsTextureReady( *texture ) );
+ lua_pushboolean( L, IsTextureValid( *texture ) );
return 1;
}
@@ -1303,16 +1287,16 @@ int ltextureUnloadTexture( lua_State* L ) {
}
/*
-> isReady = RL.IsRenderTextureReady( RenderTexture target )
+> isReady = RL.IsRenderTextureValid( RenderTexture target )
-Check if a render texture is ready
+Check if a render texture is valid (loaded in GPU)
- Success return bool
*/
-int ltexturesIsRenderTextureReady( lua_State* L ) {
+int ltexturesIsRenderTextureValid( lua_State* L ) {
RenderTexture* target = uluaGetRenderTexture( L, 1 );
- lua_pushboolean( L, IsRenderTextureReady( *target ) );
+ lua_pushboolean( L, IsRenderTextureValid( *target ) );
return 1;
}