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https://github.com/raylib-cs/raylib-cs
synced 2025-07-02 19:13:43 -04:00
Update enum/color names to match C# naming convention (#224)
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@ -140,37 +140,37 @@ public partial struct DrawCall
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public enum GlVersion
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{
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OPENGL_11 = 1,
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OPENGL_21,
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OPENGL_33,
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OPENGL_43,
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OPENGL_ES_20
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OpenGl11 = 1,
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OpenGl21,
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OpenGl33,
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OpenGl43,
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OpenGlEs20
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}
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public enum FramebufferAttachType
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{
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RL_ATTACHMENT_COLOR_CHANNEL0 = 0,
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RL_ATTACHMENT_COLOR_CHANNEL1,
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RL_ATTACHMENT_COLOR_CHANNEL2,
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RL_ATTACHMENT_COLOR_CHANNEL3,
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RL_ATTACHMENT_COLOR_CHANNEL4,
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RL_ATTACHMENT_COLOR_CHANNEL5,
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RL_ATTACHMENT_COLOR_CHANNEL6,
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RL_ATTACHMENT_COLOR_CHANNEL7,
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RL_ATTACHMENT_DEPTH = 100,
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RL_ATTACHMENT_STENCIL = 200,
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ColorChannel0 = 0,
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ColorChannel1,
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ColorChannel2,
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ColorChannel3,
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ColorChannel4,
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ColorChannel5,
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ColorChannel6,
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ColorChannel7,
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Depth = 100,
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Stencil = 200,
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}
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public enum FramebufferAttachTextureType
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{
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RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0,
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RL_ATTACHMENT_CUBEMAP_NEGATIVE_X,
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RL_ATTACHMENT_CUBEMAP_POSITIVE_Y,
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RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y,
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RL_ATTACHMENT_CUBEMAP_POSITIVE_Z,
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RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z,
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RL_ATTACHMENT_TEXTURE2D = 100,
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RL_ATTACHMENT_RENDERBUFFER = 200,
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CubemapPositiveX = 0,
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CubemapNegativeX,
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CubemapPositiveY,
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CubemapNegativeY,
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CubemapPositiveZ,
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CubemapNegativeZ,
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Texture2D = 100,
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Renderbuffer = 200,
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}
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/// <summary>
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@ -181,17 +181,17 @@ public enum MatrixMode
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/// <summary>
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/// GL_MODELVIEW
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/// </summary>
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MODELVIEW = 0x1700,
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ModelView = 0x1700,
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/// <summary>
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/// GL_PROJECTION
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/// </summary>
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PROJECTION = 0x1701,
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Projection = 0x1701,
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/// <summary>
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/// GL_TEXTURE
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/// </summary>
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TEXTURE = 0x1702
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Texture = 0x1702
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}
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/// <summary>
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@ -202,17 +202,17 @@ public enum DrawMode
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/// <summary>
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/// GL_LINES
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/// </summary>
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LINES = 0x0001,
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Lines = 0x0001,
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/// <summary>
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/// GL_TRIANGLES
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/// </summary>
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TRIANGLES = 0x0004,
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Triangles = 0x0004,
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/// <summary>
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/// GL_QUADS
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/// </summary>
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QUADS = 0x0007
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Quads = 0x0007
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}
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/// <summary>
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@ -225,49 +225,49 @@ public enum TextureFilters
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/// <br/>
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/// GL_NEAREST
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/// </summary>
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NEAREST = 0x2600,
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Nearest = 0x2600,
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/// <summary>
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/// RL_TEXTURE_FILTER_LINEAR
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/// <br/>
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/// GL_LINEAR
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/// </summary>
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LINEAR = 0x2601,
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Linear = 0x2601,
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/// <summary>
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/// RL_TEXTURE_FILTER_MIP_NEAREST
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/// <br/>
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/// GL_NEAREST_MIPMAP_NEAREST
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/// </summary>
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MIP_NEAREST = 0x2700,
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MipNearest = 0x2700,
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/// <summary>
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/// RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR
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/// <br/>
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/// GL_NEAREST_MIPMAP_LINEAR
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/// </summary>
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NEAREST_MIP_LINEAR = 0x2702,
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NearestMipLinear = 0x2702,
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/// <summary>
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/// RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST
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/// <br/>
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/// GL_LINEAR_MIPMAP_NEAREST
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/// </summary>
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LINEAR_MIP_NEAREST = 0x2701,
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LinearMipNearest = 0x2701,
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/// <summary>
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/// RL_TEXTURE_FILTER_MIP_LINEAR
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/// <br/>
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/// GL_LINEAR_MIPMAP_LINEAR
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/// </summary>
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MIP_LINEAR = 0x2703,
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MipLinear = 0x2703,
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/// <summary>
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/// RL_TEXTURE_FILTER_ANISOTROPIC
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/// <br/>
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/// Anisotropic filter (custom identifier)
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/// </summary>
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ANISOTROPIC = 0x3000
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Anisotropic = 0x3000
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}
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/// <summary>
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@ -280,19 +280,19 @@ public enum ShaderType
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/// <br/>
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/// GL_FRAGMENT_SHADER
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/// </summary>
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FRAGMENT = 0x8B30,
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Fragment = 0x8B30,
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/// <summary>
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/// RL_VERTEX_SHADER
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/// <br/>
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/// GL_VERTEX_SHADER
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/// </summary>
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VERTEX = 0x8B31,
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Vertex = 0x8B31,
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/// <summary>
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/// RL_COMPUTE_SHADER
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/// <br/>
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/// GL_COMPUTE_SHADER
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/// </summary>
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COMPUTE = 0x91b9
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Compute = 0x91b9
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}
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