Renamed some functions

- Renamed Begin3dMode() --> BeginMode3D()
- Renamed Begin2dMode() --> BeginMode2D()
- Renamed End3dMode() --> EndMode3D()
- Renamed End2dMode() --> EndMode2D()
This commit is contained in:
Ray San
2018-05-04 16:54:05 +02:00
parent 6324697ffd
commit 6045062a05
27 changed files with 60 additions and 60 deletions

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@ -117,7 +117,7 @@
#include <stdlib.h> // Required for: malloc(), free(), rand(), atexit()
#include <stdint.h> // Required for: typedef unsigned long long int uint64_t, used by hi-res timer
#include <time.h> // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!)
#include <math.h> // Required for: tan() [Used in Begin3dMode() to set perspective]
#include <math.h> // Required for: tan() [Used in BeginMode3D() to set perspective]
#include <string.h> // Required for: strrchr(), strcmp()
//#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
#include <ctype.h> // Required for: tolower() [Used in IsFileExtension()]
@ -888,7 +888,7 @@ void EndDrawing(void)
}
// Initialize 2D mode with custom camera (2D)
void Begin2dMode(Camera2D camera)
void BeginMode2D(Camera2D camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
@ -906,7 +906,7 @@ void Begin2dMode(Camera2D camera)
}
// Ends 2D mode with custom camera
void End2dMode(void)
void EndMode2D(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
@ -914,7 +914,7 @@ void End2dMode(void)
}
// Initializes 3D mode with custom camera (3D)
void Begin3dMode(Camera camera)
void BeginMode3D(Camera3D camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
@ -954,7 +954,7 @@ void Begin3dMode(Camera camera)
}
// Ends 3D mode and returns to default 2D orthographic mode
void End3dMode(void)
void EndMode3D(void)
{
rlglDraw(); // Process internal buffers (update + draw)
@ -2912,7 +2912,7 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlClearScreenBuffers(); // Clear screen buffers (color and depth)
// Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode())
// Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D())
// NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor,
// for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported)
screenWidth = width;

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@ -6,7 +6,7 @@
* - Written in plain C code (C99) in PascalCase/camelCase notation
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* - Powerful fonts module with SpriteFonts support (XNA fonts, AngelCode fonts, TTF)
* - Powerful fonts module with Fonts support (XNA fonts, AngelCode fonts, TTF)
* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
* - Flexible Materials system, supporting classic maps and PBR maps
@ -728,10 +728,10 @@ RLAPI void DisableCursor(void); // Disables cu
RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
RLAPI void End2dMode(void); // Ends 2D mode with custom camera
RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
RLAPI void EndTextureMode(void); // Ends drawing to render texture

View File

@ -1947,7 +1947,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matView = modelview; // View matrix (camera)
Matrix matProjection = projection; // Projection matrix (perspective)