Update raylib
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6 changed files with 52 additions and 32 deletions
48
lib/rlgl.h
48
lib/rlgl.h
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@ -322,6 +322,26 @@
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#define RL_READ_FRAMEBUFFER 0x8CA8 // GL_READ_FRAMEBUFFER
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#define RL_DRAW_FRAMEBUFFER 0x8CA9 // GL_DRAW_FRAMEBUFFER
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// Default shader vertex attribute locations
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
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#endif
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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@ -571,8 +591,8 @@ RLAPI void rlFrustum(double left, double right, double bottom, double top, doubl
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RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar);
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RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area
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RLAPI void rlSetClipPlanes(double near, double far); // Set clip planes distances
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RLAPI double rlGetCullDistanceNear(); // Get cull plane distance near
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RLAPI double rlGetCullDistanceFar(); // Get cull plane distance far
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RLAPI double rlGetCullDistanceNear(void); // Get cull plane distance near
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RLAPI double rlGetCullDistanceFar(void); // Get cull plane distance far
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//------------------------------------------------------------------------------------
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// Functions Declaration - Vertex level operations
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@ -934,26 +954,6 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
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#endif
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#endif
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// Default shader vertex attribute locations
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
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#endif
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// Default shader vertex attribute names to set location points
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION
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@ -1296,7 +1296,7 @@ void rlMultMatrixf(const float *matf)
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matf[2], matf[6], matf[10], matf[14],
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matf[3], matf[7], matf[11], matf[15] };
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*RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, mat);
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*RLGL.State.currentMatrix = rlMatrixMultiply(mat, *RLGL.State.currentMatrix);
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}
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// Multiply the current matrix by a perspective matrix generated by parameters
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@ -2038,7 +2038,7 @@ void rlClearScreenBuffers(void)
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}
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// Check and log OpenGL error codes
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void rlCheckErrors()
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void rlCheckErrors(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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int check = 1;
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