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mirror of https://github.com/raylib-cs/raylib-cs synced 2025-07-02 19:13:43 -04:00

BREAKING: Update names of methods, variables, and other elements (#181)

Breaking change to update naming across Raylib-cs to make it more consistent with C# naming conventions.

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Co-authored-by: MrScautHD <65916181+MrScautHD@users.noreply.github.com>
This commit is contained in:
2023-08-14 21:33:48 +01:00
committed by GitHub
parent 8edc98ad95
commit 23ed54cc24
30 changed files with 1280 additions and 1293 deletions

View File

@ -398,52 +398,52 @@ namespace Raylib_cs
/// <summary>
/// HMD horizontal resolution in pixels
/// </summary>
public int hResolution;
public int HResolution;
/// <summary>
/// HMD vertical resolution in pixels
/// </summary>
public int vResolution;
public int VResolution;
/// <summary>
/// HMD horizontal size in meters
/// </summary>
public float hScreenSize;
public float HScreenSize;
/// <summary>
/// HMD vertical size in meters
/// </summary>
public float vScreenSize;
public float VScreenSize;
/// <summary>
/// HMD screen center in meters
/// </summary>
public float vScreenCenter;
public float VScreenCenter;
/// <summary>
/// HMD distance between eye and display in meters
/// </summary>
public float eyeToScreenDistance;
public float EyeToScreenDistance;
/// <summary>
/// HMD lens separation distance in meters
/// </summary>
public float lensSeparationDistance;
public float LensSeparationDistance;
/// <summary>
/// HMD IPD (distance between pupils) in meters
/// </summary>
public float interpupillaryDistance;
public float InterpupillaryDistance;
/// <summary>
/// HMD lens distortion constant parameters
/// </summary>
public fixed float lensDistortionValues[4];
public fixed float LensDistortionValues[4];
/// <summary>
/// HMD chromatic aberration correction parameters
/// </summary>
public fixed float chromaAbCorrection[4];
public fixed float ChromaAbCorrection[4];
}
/// <summary>
@ -455,51 +455,51 @@ namespace Raylib_cs
/// <summary>
/// VR projection matrices (per eye)
/// </summary>
public Matrix4x4 projection1;
public Matrix4x4 Projection1;
/// <summary>
/// VR projection matrices (per eye)
/// </summary>
public Matrix4x4 projection2;
public Matrix4x4 Projection2;
/// <summary>
/// VR view offset matrices (per eye)
/// </summary>
public Matrix4x4 viewOffset1;
public Matrix4x4 ViewOffset1;
/// <summary>
/// VR view offset matrices (per eye)
/// </summary>
public Matrix4x4 viewOffset2;
public Matrix4x4 ViewOffset2;
/// <summary>
/// VR left lens center
/// </summary>
public Vector2 leftLensCenter;
public Vector2 LeftLensCenter;
/// <summary>
/// VR right lens center
/// </summary>
public Vector2 rightLensCenter;
public Vector2 RightLensCenter;
/// <summary>
/// VR left screen center
/// </summary>
public Vector2 leftScreenCenter;
public Vector2 LeftScreenCenter;
/// <summary>
/// VR right screen center
/// </summary>
public Vector2 rightScreenCenter;
public Vector2 RightScreenCenter;
/// <summary>
/// VR distortion scale
/// </summary>
public Vector2 scale;
public Vector2 Scale;
/// <summary>
/// VR distortion scale in
/// </summary>
public Vector2 scaleIn;
public Vector2 ScaleIn;
}
}