Redo partial change
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014b1a3596
commit
370ab8d9f3
17 changed files with 30 additions and 30 deletions
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@ -7,7 +7,7 @@ namespace Raylib_cs
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/// Wave type, defines audio wave data
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct Wave
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public unsafe partial struct Wave
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{
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/// <summary>
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/// Number of samples
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@ -41,7 +41,7 @@ namespace Raylib_cs
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/// NOTE: Useful to create custom audio streams not bound to a specific file
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct AudioStream
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public partial struct AudioStream
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{
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//TODO: convert
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/// <summary>
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@ -69,7 +69,7 @@ namespace Raylib_cs
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/// Sound source type
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Sound
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public partial struct Sound
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{
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/// <summary>
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/// Audio stream
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@ -87,7 +87,7 @@ namespace Raylib_cs
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/// NOTE: Anything longer than ~10 seconds should be streamed
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct Music
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public unsafe partial struct Music
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{
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/// <summary>
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/// Audio stream
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@ -5,7 +5,7 @@ namespace Raylib_cs
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{
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/// <summary>Bounding box type</summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct BoundingBox
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public partial struct BoundingBox
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{
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/// <summary>
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/// Minimum vertex box-corner
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@ -7,7 +7,7 @@ namespace Raylib_cs
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/// Camera2D, defines position/orientation in 2d space
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Camera2D
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public partial struct Camera2D
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{
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/// <summary>
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/// Camera offset (displacement from target)
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@ -63,7 +63,7 @@ namespace Raylib_cs
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/// Camera3D, defines position/orientation in 3d space
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Camera3D
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public partial struct Camera3D
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{
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/// <summary>
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/// Camera position
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@ -7,7 +7,7 @@ namespace Raylib_cs
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/// Color type, RGBA (32bit)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Color
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public partial struct Color
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{
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public byte r;
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public byte g;
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@ -28,7 +28,7 @@ namespace Raylib_cs
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/// GlyphInfo, font characters glyphs info
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct GlyphInfo
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public partial struct GlyphInfo
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{
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/// <summary>
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/// Character value (Unicode)
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@ -60,7 +60,7 @@ namespace Raylib_cs
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/// Font, font texture and GlyphInfo array data
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct Font
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public unsafe partial struct Font
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{
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/// <summary>
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/// Base size (default chars height)
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@ -119,7 +119,7 @@ namespace Raylib_cs
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/// Image, pixel data stored in CPU memory (RAM)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct Image
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public unsafe partial struct Image
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{
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/// <summary>
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/// Image raw data
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@ -380,7 +380,7 @@ namespace Raylib_cs
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/// Head-Mounted-Display device parameters
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct VrDeviceInfo
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public unsafe partial struct VrDeviceInfo
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{
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/// <summary>
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/// HMD horizontal resolution in pixels
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@ -437,7 +437,7 @@ namespace Raylib_cs
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/// VR Stereo rendering configuration for simulator
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct VrStereoConfig
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public partial struct VrStereoConfig
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{
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/// <summary>
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/// VR projection matrices (per eye)
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@ -49,7 +49,7 @@ namespace Raylib_cs
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/// Material texture map
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct MaterialMap
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public partial struct MaterialMap
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{
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/// <summary>
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/// Material map texture
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@ -71,7 +71,7 @@ namespace Raylib_cs
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/// Material type (generic)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct Material
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public unsafe partial struct Material
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{
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/// <summary>
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/// Material shader
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@ -8,7 +8,7 @@ namespace Raylib_cs
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/// Transform, vectex transformation data
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Transform
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public partial struct Transform
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{
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/// <summary>
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/// Translation
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@ -31,7 +31,7 @@ namespace Raylib_cs
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/// NOTE: Data stored in CPU memory (and GPU)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct Mesh
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public unsafe partial struct Mesh
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{
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/// <summary>
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/// Number of vertices stored in arrays
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@ -8,7 +8,7 @@ namespace Raylib_cs
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/// Bone information
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct BoneInfo
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public unsafe partial struct BoneInfo
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{
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/// <summary>
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/// Bone name (char[32])
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@ -25,7 +25,7 @@ namespace Raylib_cs
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/// Model type
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct Model
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public unsafe partial struct Model
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{
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/// <summary>
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/// Local transform matrix
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@ -79,7 +79,7 @@ namespace Raylib_cs
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/// Model animation
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public readonly unsafe struct ModelAnimation
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public readonly unsafe partial struct ModelAnimation
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{
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/// <summary>
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/// Number of bones
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@ -27,7 +27,7 @@ namespace Raylib_cs
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/// N-Patch layout info
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct NPatchInfo
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public partial struct NPatchInfo
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{
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/// <summary>
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/// Texture source rectangle
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@ -7,7 +7,7 @@ namespace Raylib_cs
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/// Ray, ray for raycasting
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Ray
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public partial struct Ray
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{
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/// <summary>
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/// Ray position (origin)
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@ -30,7 +30,7 @@ namespace Raylib_cs
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/// Raycast hit information
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct RayCollision
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public partial struct RayCollision
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{
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/// <summary>
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/// Did the ray hit something?
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@ -6,7 +6,7 @@ namespace Raylib_cs
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/// Rectangle type
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Rectangle
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public partial struct Rectangle
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{
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public float x;
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public float y;
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@ -6,7 +6,7 @@ namespace Raylib_cs
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/// RenderBatch type
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct RenderBatch
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public unsafe partial struct RenderBatch
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{
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/// <summary>
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/// Number of vertex buffers (multi-buffering support)
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@ -43,7 +43,7 @@ namespace Raylib_cs
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/// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct VertexBuffer
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public unsafe partial struct VertexBuffer
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{
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/// <summary>
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/// Number of elements in the buffer (QUADS)
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/// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct DrawCall
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public partial struct DrawCall
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{
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/// <summary>
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/// Drawing mode: LINES, TRIANGLES, QUADS
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@ -6,7 +6,7 @@ namespace Raylib_cs
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/// RenderTexture2D type, for texture rendering
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct RenderTexture2D
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public partial struct RenderTexture2D
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{
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/// <summary>
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/// OpenGL Framebuffer Object (FBO) id
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/// Shader type (generic)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct Shader
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public unsafe partial struct Shader
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{
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/// <summary>
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/// Shader program id
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@ -107,7 +107,7 @@ namespace Raylib_cs
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/// NOTE: Data stored in GPU memory
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Texture2D
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public partial struct Texture2D
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{
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/// <summary>
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/// OpenGL texture id
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