mirror of
https://github.com/raysan5/raylib.git
synced 2025-12-25 10:22:33 -05:00
Renamed some functions
- Renamed Begin3dMode() --> BeginMode3D() - Renamed Begin2dMode() --> BeginMode2D() - Renamed End3dMode() --> EndMode3D() - Renamed End2dMode() --> EndMode2D()
This commit is contained in:
12
src/core.c
12
src/core.c
@ -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;
|
||||
|
||||
10
src/raylib.h
10
src/raylib.h
@ -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
|
||||
|
||||
|
||||
@ -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)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user