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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. --------- Co-authored-by: MrScautHD <65916181+MrScautHD@users.noreply.github.com>
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@ -1,5 +1,3 @@
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using System;
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using System.Numerics;
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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@ -14,49 +12,49 @@ namespace Raylib_cs
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/// <summary>
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/// Number of vertices stored in arrays
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/// </summary>
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public int vertexCount;
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public int VertexCount;
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/// <summary>
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/// Number of triangles stored (indexed or not)
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/// </summary>
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public int triangleCount;
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public int TriangleCount;
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#region Default vertex data
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/// <summary>
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/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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/// </summary>
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public float* vertices;
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public float* Vertices;
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/// <summary>
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/// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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/// </summary>
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public float* texcoords;
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public float* TexCoords;
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/// <summary>
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/// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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/// </summary>
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public float* texcoords2;
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public float* TexCoords2;
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/// <summary>
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/// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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/// </summary>
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public float* normals;
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public float* Normals;
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/// <summary>
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/// Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
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/// </summary>
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public float* tangents;
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public float* Tangents;
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/// <summary>
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/// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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/// </summary>
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public byte* colors;
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public byte* Colors;
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/// <summary>
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/// Vertex indices (in case vertex data comes indexed)
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/// </summary>
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public ushort* indices;
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public ushort* Indices;
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#endregion
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@ -65,22 +63,22 @@ namespace Raylib_cs
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/// <summary>
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/// Animated vertex positions (after bones transformations)
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/// </summary>
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public float* animVertices;
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public float* AnimVertices;
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/// <summary>
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/// Animated normals (after bones transformations)
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/// </summary>
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public float* animNormals;
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public float* AnimNormals;
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/// <summary>
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/// Vertex bone ids, up to 4 bones influence by vertex (skinning)
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/// </summary>
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public byte* boneIds;
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public byte* BoneIds;
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/// <summary>
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/// Vertex bone weight, up to 4 bones influence by vertex (skinning)
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/// </summary>
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public float* boneWeights;
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public float* BoneWeights;
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#endregion
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@ -89,12 +87,12 @@ namespace Raylib_cs
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/// <summary>
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/// OpenGL Vertex Array Object id
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/// </summary>
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public uint vaoId;
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public uint VaoId;
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/// <summary>
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/// OpenGL Vertex Buffer Objects id (default vertex data, uint[])
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/// </summary>
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public uint* vboId;
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public uint* VboId;
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#endregion
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}
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