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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

@ -1,5 +1,3 @@
using System;
using System.Numerics;
using System.Runtime.InteropServices;
namespace Raylib_cs
@ -14,49 +12,49 @@ namespace Raylib_cs
/// <summary>
/// Number of vertices stored in arrays
/// </summary>
public int vertexCount;
public int VertexCount;
/// <summary>
/// Number of triangles stored (indexed or not)
/// </summary>
public int triangleCount;
public int TriangleCount;
#region Default vertex data
/// <summary>
/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
/// </summary>
public float* vertices;
public float* Vertices;
/// <summary>
/// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
/// </summary>
public float* texcoords;
public float* TexCoords;
/// <summary>
/// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
/// </summary>
public float* texcoords2;
public float* TexCoords2;
/// <summary>
/// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
/// </summary>
public float* normals;
public float* Normals;
/// <summary>
/// Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
/// </summary>
public float* tangents;
public float* Tangents;
/// <summary>
/// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
/// </summary>
public byte* colors;
public byte* Colors;
/// <summary>
/// Vertex indices (in case vertex data comes indexed)
/// </summary>
public ushort* indices;
public ushort* Indices;
#endregion
@ -65,22 +63,22 @@ namespace Raylib_cs
/// <summary>
/// Animated vertex positions (after bones transformations)
/// </summary>
public float* animVertices;
public float* AnimVertices;
/// <summary>
/// Animated normals (after bones transformations)
/// </summary>
public float* animNormals;
public float* AnimNormals;
/// <summary>
/// Vertex bone ids, up to 4 bones influence by vertex (skinning)
/// </summary>
public byte* boneIds;
public byte* BoneIds;
/// <summary>
/// Vertex bone weight, up to 4 bones influence by vertex (skinning)
/// </summary>
public float* boneWeights;
public float* BoneWeights;
#endregion
@ -89,12 +87,12 @@ namespace Raylib_cs
/// <summary>
/// OpenGL Vertex Array Object id
/// </summary>
public uint vaoId;
public uint VaoId;
/// <summary>
/// OpenGL Vertex Buffer Objects id (default vertex data, uint[])
/// </summary>
public uint* vboId;
public uint* VboId;
#endregion
}