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https://github.com/raylib-cs/raylib-cs
synced 2025-04-03 11:09:40 -04:00
Update Rlgl.cs to 3.5.0 and rename GetExtension to GetFileExtension
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@ -1197,7 +1197,7 @@ namespace Raylib_cs
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// Get pointer to extension for a filename string
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern string GetExtension(string fileName);
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public static extern string GetFileExtension(string fileName);
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// Get pointer to filename for a path string
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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@ -201,25 +201,21 @@ namespace Raylib_cs
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlDisableWireMode();
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// Delete OpenGL texture from GPU
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// Set the line drawing width
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlDeleteTextures(uint id);
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public static extern void rlSetLineWidth(float width);
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// Delete render textures (fbo) from GPU
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// Get the line drawing width
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlDeleteRenderTextures(RenderTexture2D target);
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public static extern float rlGetLineWidth();
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// Delete OpenGL shader program from GPU
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// Enable line aliasing
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlDeleteShader(uint id);
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public static extern void rlEnableSmoothLines();
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// Unload vertex data (VAO) from GPU memory
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// Disable line aliasing
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlDeleteVertexArrays(uint id);
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// Unload vertex data (VBO) from GPU memory
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlDeleteBuffers(uint id);
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public static extern void rlDisableSmoothLines();
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// Clear color buffer with color
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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@ -255,6 +251,10 @@ namespace Raylib_cs
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlglDraw();
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// Check and log OpenGL error codes
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlCheckErrors();
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// Returns current OpenGL version
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern GlVersion rlGetVersion();
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@ -268,16 +268,18 @@ namespace Raylib_cs
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlSetDebugMarker(string text);
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// Set blending mode factor and equation (using OpenGL factors)
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlSetBlendMode(int glSrcFactor, int glDstFactor, int glEquation);
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// Load OpenGL extensions
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// loader refers to a void *
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlLoadExtensions(IntPtr loader);
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// Get world coordinates from screen coordinates
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern Vector3 rlUnproject(Vector3 source, Matrix4x4 proj, Matrix4x4 view);
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// Textures data management
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// Load texture in GPU
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// data refers to a void *
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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@ -318,19 +320,26 @@ namespace Raylib_cs
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern byte[] rlReadScreenPixels(int width, int height);
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// Render texture management (fbo)
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// Load a render texture (with color and depth attachments)
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture);
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// Attach texture/renderbuffer to an fbo
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlRenderTextureAttach(RenderTexture2D target, uint id, int attachType);
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// Framebuffer management (fbo)
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// Verify render texture is complete
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// Load an empty framebuffer
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern uint rlLoadFrameBuffer(int width, int height);
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// Attach texture/renderbuffer to a framebuffer
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlFrameBufferAttach(uint fboId, uint texId, int attachType, int texType);
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// Verify framebuffer is complete
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[return: MarshalAs(UnmanagedType.I1)]
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public static extern bool rlRenderTextureComplete(RenderTexture2D target);
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public static extern bool rlFrameBufferComplete(uint id);
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// Delete framebuffer from GPU
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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[return: MarshalAs(UnmanagedType.I1)]
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public static extern bool rlUnloadFrameBuffer(uint id);
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// Vertex data management
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// Upload vertex data into GPU and provided VAO/VBO ids
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@ -349,6 +358,10 @@ namespace Raylib_cs
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlDrawMesh(Mesh mesh, Material material, Matrix4x4 transform);
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// Draw a 3d mesh with material and transform
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix4x4[] transforms, int count);
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// Unload mesh data from CPU and GPU
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlUnloadMesh(Mesh mesh);
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