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Improved library consistency
Functions renamed to improve library consistency
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@ -860,8 +860,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
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//------------------------------------------------------------------------------------
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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void SetDefaultShader(void); // Set default shader to be used in batch draw
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void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
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Shader GetDefaultShader(void); // Get default shader
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Shader GetStandardShader(void); // Get default shader
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Texture2D GetDefaultTexture(void); // Get default texture
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@ -871,7 +870,10 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
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void BeginShaderMode(Shader shader); // Begin custom shader drawing
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void EndShaderMode(void); // End custom shader drawing (use default shader)
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void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
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void DestroyLight(Light light); // Destroy a light and take it out of the list
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18
src/rlgl.c
18
src/rlgl.c
@ -2157,7 +2157,7 @@ void UnloadShader(Shader shader)
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}
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// Set custom shader to be used on batch draw
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void SetCustomShader(Shader shader)
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void BeginShaderMode(Shader shader)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if (currentShader.id != shader.id)
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@ -2169,10 +2169,10 @@ void SetCustomShader(Shader shader)
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}
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// Set default shader to be used in batch draw
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void SetDefaultShader(void)
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void EndShaderMode(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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SetCustomShader(defaultShader);
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BeginShaderMode(defaultShader);
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#endif
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}
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@ -2254,9 +2254,9 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
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#endif
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}
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// Set blending mode (alpha, additive, multiplied)
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// NOTE: Only 3 blending modes predefined
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void SetBlendMode(int mode)
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// Begin blending mode (alpha, additive, multiplied)
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// NOTE: Only 3 blending modes supported, default blend mode is alpha
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void BeginBlendMode(int mode)
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{
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if ((blendMode != mode) && (mode < 3))
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{
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@ -2274,6 +2274,12 @@ void SetBlendMode(int mode)
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}
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}
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// End blending mode (reset to default: alpha blending)
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void EndBlendMode(void)
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{
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BeginBlendMode(BLEND_ALPHA);
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}
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// Create a new light, initialize it and add to pool
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Light CreateLight(int type, Vector3 position, Color diffuse)
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{
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@ -317,9 +317,9 @@ void *rlglReadTexturePixels(Texture2D texture); // Read text
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//------------------------------------------------------------------------------------
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
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void SetDefaultShader(void); // Set default shader to be used in batch draw
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Shader GetDefaultShader(void); // Get default shader
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Shader GetStandardShader(void); // Get default shader
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Texture2D GetDefaultTexture(void); // Get default texture
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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@ -327,7 +327,10 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
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void BeginShaderMode(Shader shader); // Begin custom shader drawing
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void EndShaderMode(void); // End custom shader drawing (use default shader)
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void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
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void DestroyLight(Light light); // Destroy a light and take it out of the list
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