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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

@ -11,32 +11,32 @@ namespace Raylib_cs
/// <summary>
/// Number of vertex buffers (multi-buffering support)
/// </summary>
int buffersCount;
int _buffersCount;
/// <summary>
/// Current buffer tracking in case of multi-buffering
/// </summary>
int currentBuffer;
int _currentBuffer;
/// <summary>
/// Dynamic buffer(s) for vertex data
/// </summary>
VertexBuffer* vertexBuffer;
VertexBuffer* _vertexBuffer;
/// <summary>
/// Draw calls array, depends on textureId
/// </summary>
DrawCall* draws;
DrawCall* _draws;
/// <summary>
/// Draw calls counter
/// </summary>
int drawsCounter;
int _drawsCounter;
/// <summary>
/// Current depth value for next draw
/// </summary>
float currentDepth;
float _currentDepth;
}
/// <summary>
@ -48,39 +48,39 @@ namespace Raylib_cs
/// <summary>
/// Number of elements in the buffer (QUADS)
/// </summary>
public int elementCount;
public int ElementCount;
/// <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 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) (6 indices per quad)<br/>
/// unsigned int* for GRAPHICS_API_OPENGL_11 or GRAPHICS_API_OPENGL_33<br/>
/// unsigned short* for GRAPHICS_API_OPENGL_ES2
/// </summary>
public void* indices;
public void* Indices;
/// <summary>
/// OpenGL Vertex Array Object id
/// </summary>
public uint vaoId;
public uint VaoId;
/// <summary>
/// OpenGL Vertex Buffer Objects id (4 types of vertex data)
/// </summary>
public fixed uint vboId[4];
public fixed uint VboId[4];
}
/// <summary>
@ -92,22 +92,22 @@ namespace Raylib_cs
/// <summary>
/// Drawing mode: LINES, TRIANGLES, QUADS
/// </summary>
int mode;
int _mode;
/// <summary>
/// Number of vertices for the draw call
/// </summary>
int vertexCount;
int _vertexCount;
/// <summary>
/// Number of vertices required for index alignment (LINES, TRIANGLES)
/// </summary>
int vertexAlignment;
int _vertexAlignment;
/// <summary>
/// Texture id to be used on the draw -> Use to create new draw call if changes
/// </summary>
uint textureId;
uint _textureId;
}
public enum GlVersion