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Updated raylib data structures (markdown)
@ -25,7 +25,7 @@ who has authored video games before.
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struct RenderTexture2D; [44 bytes] - // RenderTexture alias
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struct NPatchInfo [36 bytes] - // Source rectangle and border offsets
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struct CharInfo; [32 bytes] [+4 bytes] // One character image and info properties
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struct GlyphInfo; [32 bytes] [+4 bytes] // One glyph character metrics and image
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struct Font; [40 bytes] [+12 bytes] // Texture atlas and recs+chars data array pointers
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// Screen view structures
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@ -85,8 +85,8 @@ Mesh *LoadMeshes(const char *fileName, int *meshCount); //
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void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
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void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
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ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file
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void MeshTangents(Mesh *mesh); // Compute mesh tangents
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void MeshBinormals(Mesh *mesh); // Compute mesh binormals
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void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
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void GenMeshBinormals(Mesh *mesh); // Compute mesh binormals
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bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
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void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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