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