Fixed-up comments on first ~500 lines
This commit is contained in:
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c81b1537a2
commit
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1 changed files with 374 additions and 89 deletions
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@ -5,7 +5,9 @@ using System.Security;
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namespace Raylib_cs
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namespace Raylib_cs
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{
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{
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/// <summary>Color type, RGBA (32bit)</summary>
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/// <summary>
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/// Color type, RGBA (32bit)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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[StructLayout(LayoutKind.Sequential)]
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public struct Color
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public struct Color
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{
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{
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@ -65,7 +67,9 @@ namespace Raylib_cs
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}
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}
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}
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}
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/// <summary>Rectangle type</summary>
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/// <summary>
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/// Rectangle type
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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[StructLayout(LayoutKind.Sequential)]
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public struct Rectangle
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public struct Rectangle
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{
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{
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@ -83,83 +87,232 @@ namespace Raylib_cs
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}
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}
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}
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}
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/// <summary>Image type, bpp always RGBA (32bit)
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/// <summary>
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/// NOTE: Data stored in CPU memory (RAM)</summary>
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/// Image type, bpp always RGBA (32bit)
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/// <br/>
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/// NOTE: Data stored in CPU memory (RAM)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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[StructLayout(LayoutKind.Sequential)]
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public struct Image
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public struct Image
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{
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{
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public IntPtr data; // Image raw data (void *)
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/// <summary>
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public int width; // Image base width
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/// Image raw data (void *)
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public int height; // Image base height
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/// </summary>
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public int mipmaps; // Mipmap levels, 1 by default
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public IntPtr data;
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public PixelFormat format; // Data format (PixelFormat type)
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/// <summary>
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/// Image base width
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/// </summary>
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public int width;
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/// <summary>
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/// Image base height
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/// </summary>
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public int height;
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/// <summary>
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/// Mipmap levels, 1 by default
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/// </summary>
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public int mipmaps;
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/// <summary>
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/// Data format (PixelFormat type)
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/// </summary>
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public PixelFormat format;
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}
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}
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/// <summary>Texture2D type
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/// <summary>
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/// NOTE: Data stored in GPU memory</summary>
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/// Texture2D type
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/// <br />
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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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[StructLayout(LayoutKind.Sequential)]
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public struct Texture2D
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public struct Texture2D
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{
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{
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public uint id; // OpenGL texture id
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/// <summary>
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public int width; // Texture base width
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/// OpenGL texture id
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public int height; // Texture base height
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/// </summary>
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public int mipmaps; // Mipmap levels, 1 by default
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public uint id;
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public PixelFormat format; // Data format (PixelFormat type)
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/// <summary>
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/// Texture base width
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/// </summary>
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public int width;
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/// <summary>
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/// Texture base height
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/// </summary>
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public int height;
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/// <summary>
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/// Mipmap levels, 1 by default
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/// </summary>
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public int mipmaps;
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/// <summary>
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/// Data format (PixelFormat type)
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/// </summary>
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public PixelFormat format;
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}
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}
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/// <summary>RenderTexture2D type, for texture rendering</summary>
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/// <summary>
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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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[StructLayout(LayoutKind.Sequential)]
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public struct RenderTexture2D
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public struct RenderTexture2D
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{
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{
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public uint id; // OpenGL Framebuffer Object (FBO) id
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/// <summary>
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public Texture2D texture; // Color buffer attachment texture
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/// OpenGL Framebuffer Object (FBO) id
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public Texture2D depth; // Depth buffer attachment texture
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/// </summary>
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public uint id;
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/// <summary>
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/// Color buffer attachment texture
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/// </summary>
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public Texture2D texture;
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/// <summary>
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/// Depth buffer attachment texture
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/// </summary>
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public Texture2D depth;
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}
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}
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/// <summary>N-Patch layout info</summary>
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/// <summary>
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/// N-Patch layout info
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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[StructLayout(LayoutKind.Sequential)]
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public struct NPatchInfo
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public struct NPatchInfo
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{
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{
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public Rectangle sourceRec; // Region in the texture
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/// <summary>
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public int left; // left border offset
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/// Region in the texture
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public int top; // top border offset
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/// </summary>
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public int right; // right border offset
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public Rectangle sourceRec;
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public int bottom; // bottom border offset
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public NPatchLayout layout; // layout of the n-patch: 3x3, 1x3 or 3x1
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/// <summary>
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/// left border offset
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/// </summary>
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public int left;
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/// <summary>
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/// top border offset
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/// </summary>
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public int top;
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/// <summary>
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/// right border offset
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/// </summary>
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public int right;
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/// <summary>
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/// bottom border offset
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/// </summary>
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public int bottom;
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/// <summary>
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/// layout of the n-patch: 3x3, 1x3 or 3x1
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/// </summary>
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public NPatchLayout layout;
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}
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}
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/// <summary>Font character info</summary>
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/// <summary>
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/// Font character info
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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[StructLayout(LayoutKind.Sequential)]
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public struct CharInfo
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public struct CharInfo
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{
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{
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public int value; // Character value (Unicode)
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/// <summary>
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public int offsetX; // Character offset X when drawing
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/// Character value (Unicode)
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public int offsetY; // Character offset Y when drawing
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/// </summary>
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public int advanceX; // Character advance position X
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public int value;
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public Image image; // Character image data
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/// <summary>
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/// Character offset X when drawing
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/// </summary>
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public int offsetX;
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/// <summary>
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/// Character offset Y when drawing
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/// </summary>
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public int offsetY;
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/// <summary>
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/// Character advance position X
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/// </summary>
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public int advanceX;
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/// <summary>
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/// Character image data
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/// </summary>
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public Image image;
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}
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}
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/// <summary>Font type, includes texture and charSet array data</summary>
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/// <summary>
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/// Font type, includes texture and charSet array data
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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[StructLayout(LayoutKind.Sequential)]
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public struct Font
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public struct Font
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{
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{
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public int baseSize; // Base size (default chars height)
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/// <summary>
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public int charsCount; // Number of characters
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/// Base size (default chars height)
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public int charsPadding; // Padding around the chars
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/// </summary>
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public Texture2D texture; // Characters texture atals
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public int baseSize;
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public IntPtr recs; // Characters rectangles in texture (Rectangle *)
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public IntPtr chars; // Characters info data (CharInfo *)
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/// <summary>
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/// Number of characters
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/// </summary>
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public int charsCount;
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/// <summary>
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/// Padding around the chars
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/// </summary>
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public int charsPadding;
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/// <summary>
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/// Characters texture atals
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/// </summary>
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public Texture2D texture;
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/// <summary>
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/// Characters rectangles in texture (Rectangle *)
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/// </summary>
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public IntPtr recs;
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/// <summary>
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/// Characters info data (CharInfo *)
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/// </summary>
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public IntPtr chars;
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}
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}
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/// <summary>Camera type, defines a camera position/orientation in 3d space</summary>
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/// <summary>
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/// Camera type, defines a camera position/orientation in 3d space
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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[StructLayout(LayoutKind.Sequential)]
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public struct Camera3D
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public struct Camera3D
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{
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{
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public Vector3 position; // Camera position
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/// <summary>
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public Vector3 target; // Camera target it looks-at
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/// Camera position
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public Vector3 up; // Camera up vector (rotation over its axis)
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/// </summary>
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public float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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public Vector3 position;
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public CameraProjection projection; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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/// <summary>
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/// Camera target it looks-at
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/// </summary>
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public Vector3 target;
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/// <summary>
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/// Camera up vector (rotation over its axis)
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/// </summary>
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public Vector3 up;
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/// <summary>
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/// Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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/// </summary>
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public float fovy;
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/// <summary>
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/// Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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/// </summary>
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public CameraProjection projection;
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public Camera3D(Vector3 position, Vector3 target, Vector3 up, float fovy, CameraProjection projection)
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public Camera3D(Vector3 position, Vector3 target, Vector3 up, float fovy, CameraProjection projection)
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{
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{
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@ -175,10 +328,25 @@ namespace Raylib_cs
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[StructLayout(LayoutKind.Sequential)]
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[StructLayout(LayoutKind.Sequential)]
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public struct Camera2D
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public struct Camera2D
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{
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{
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public Vector2 offset; // Camera offset (displacement from target)
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/// <summary>
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public Vector2 target; // Camera target (rotation and zoom origin)
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/// Camera offset (displacement from target)
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public float rotation; // Camera rotation in degrees
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/// </summary>
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public float zoom; // Camera zoom (scaling), should be 1.0f by default
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public Vector2 offset;
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/// <summary>
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/// Camera target (rotation and zoom origin)
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/// </summary>
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public Vector2 target;
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/// <summary>
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/// Camera rotation in degrees
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/// </summary>
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public float rotation;
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/// <summary>
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/// Camera zoom (scaling), should be 1.0f by default
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/// </summary>
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public float zoom;
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public Camera2D(Vector2 offset, Vector2 target, float rotation, float zoom)
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public Camera2D(Vector2 offset, Vector2 target, float rotation, float zoom)
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{
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{
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@ -189,70 +357,187 @@ namespace Raylib_cs
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}
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}
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}
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}
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/// <summary>Vertex data definning a mesh
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/// <summary>
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/// NOTE: Data stored in CPU memory (and GPU)</summary>
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/// Vertex data definning a mesh
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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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[StructLayout(LayoutKind.Sequential)]
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public struct Mesh
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public struct Mesh
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{
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{
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public int vertexCount; // Number of vertices stored in arrays
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/// <summary>
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public int triangleCount; // Number of triangles stored (indexed or not)
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/// Number of vertices stored in arrays
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/// </summary>
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public int vertexCount;
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/// <summary>
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/// Number of triangles stored (indexed or not)
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/// </summary>
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public int triangleCount;
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// Default vertex data
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#region Default vertex data
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public IntPtr vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0, float *)
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public IntPtr texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1, float *)
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/// <summary>
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public IntPtr texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5, float *)
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/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0, float *)
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public IntPtr normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2, float *)
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/// </summary>
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public IntPtr tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4, float *)
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public IntPtr vertices;
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public IntPtr colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3, unsigned char *)
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public IntPtr indices; // Vertex indices (in case vertex data comes indexed, unsigned short *)
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/// <summary>
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/// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1, float *)
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/// </summary>
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public IntPtr texcoords;
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/// <summary>
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/// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5, float *)
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/// </summary>
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public IntPtr texcoords2;
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/// <summary>
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/// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2, float *)
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/// </summary>
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public IntPtr normals;
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/// <summary>
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/// Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4, float *)
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/// </summary>
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public IntPtr tangents;
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/// <summary>
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/// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3, unsigned char *)
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/// </summary>
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public IntPtr colors;
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/// <summary>
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/// Vertex indices (in case vertex data comes indexed, unsigned short *)
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/// </summary>
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public IntPtr indices;
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#endregion
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#region Animation vertex data
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// Animation vertex data
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/// <summary>
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public IntPtr animVertices; // Animated vertex positions (after bones transformations, float *)
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/// Animated vertex positions (after bones transformations, float *)
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public IntPtr animNormals; // Animated normals (after bones transformations, float *)
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/// </summary>
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public IntPtr boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning, int *)
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public IntPtr animVertices;
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public IntPtr boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning, float *)
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// OpenGL identifiers
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/// <summary>
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public uint vaoId; // OpenGL Vertex Array Object id
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/// Animated normals (after bones transformations, float *)
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public IntPtr vboId; // OpenGL Vertex Buffer Objects id (default vertex data, uint[])
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/// </summary>
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public IntPtr animNormals;
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/// <summary>
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/// Vertex bone ids, up to 4 bones influence by vertex (skinning, int *)
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/// </summary>
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public IntPtr boneIds;
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/// <summary>
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/// Vertex bone weight, up to 4 bones influence by vertex (skinning, float *)
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/// </summary>
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public IntPtr boneWeights;
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#endregion
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#region OpenGL identifiers
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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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/// <summary>
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/// OpenGL Vertex Buffer Objects id (default vertex data, uint[])
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/// </summary>
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public IntPtr vboId;
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#endregion
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}
|
}
|
||||||
|
|
||||||
/// <summary>Shader type (generic)</summary>
|
/// <summary>
|
||||||
|
/// Shader type (generic)
|
||||||
|
/// </summary>
|
||||||
[StructLayout(LayoutKind.Sequential)]
|
[StructLayout(LayoutKind.Sequential)]
|
||||||
public struct Shader
|
public struct Shader
|
||||||
{
|
{
|
||||||
public uint id; // Shader program id
|
/// <summary>
|
||||||
public IntPtr locs; // Shader locations array (MAX_SHADER_LOCATIONS, int *)
|
/// Shader program id
|
||||||
|
/// </summary>
|
||||||
|
public uint id;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Shader locations array (MAX_SHADER_LOCATIONS, int *)
|
||||||
|
/// </summary>
|
||||||
|
public IntPtr locs;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Material texture map</summary>
|
/// <summary>
|
||||||
|
/// Material texture map
|
||||||
|
/// </summary>
|
||||||
[StructLayout(LayoutKind.Sequential)]
|
[StructLayout(LayoutKind.Sequential)]
|
||||||
public struct MaterialMap
|
public struct MaterialMap
|
||||||
{
|
{
|
||||||
public Texture2D texture; // Material map texture
|
/// <summary>
|
||||||
public Color color; // Material map color
|
/// Material map texture
|
||||||
public float value; // Material map value
|
/// </summary>
|
||||||
|
public Texture2D texture;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Material map color
|
||||||
|
/// </summary>
|
||||||
|
public Color color;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Material map value
|
||||||
|
/// </summary>
|
||||||
|
public float value;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Material type (generic)</summary>
|
/// <summary>
|
||||||
|
/// Material type (generic)
|
||||||
|
/// </summary>
|
||||||
[StructLayout(LayoutKind.Sequential)]
|
[StructLayout(LayoutKind.Sequential)]
|
||||||
public struct Material
|
public struct Material
|
||||||
{
|
{
|
||||||
public Shader shader; // Material shader
|
/// <summary>
|
||||||
public IntPtr maps; // Material maps (MaterialMap *)
|
/// Material shader
|
||||||
public IntPtr param; // Material generic parameters (if required, float *)
|
/// </summary>
|
||||||
|
public Shader shader;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Material maps (MaterialMap *)
|
||||||
|
/// </summary>
|
||||||
|
public IntPtr maps;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Material generic parameters (if required, float *)
|
||||||
|
/// </summary>
|
||||||
|
public IntPtr param;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Transformation properties</summary>
|
/// <summary>
|
||||||
|
/// Transformation properties
|
||||||
|
/// </summary>
|
||||||
[StructLayout(LayoutKind.Sequential)]
|
[StructLayout(LayoutKind.Sequential)]
|
||||||
public struct Transform
|
public struct Transform
|
||||||
{
|
{
|
||||||
public Vector3 translation; // Translation
|
/// <summary>
|
||||||
public Vector4 rotation; // Rotation
|
/// Translation
|
||||||
public Vector3 scale; // Scale
|
/// </summary>
|
||||||
|
public Vector3 translation;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Rotation
|
||||||
|
/// </summary>
|
||||||
|
public Vector4 rotation;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Scale
|
||||||
|
/// </summary>
|
||||||
|
public Vector3 scale;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Bone information</summary>
|
/// <summary>
|
||||||
|
/// Bone information
|
||||||
|
/// </summary>
|
||||||
[StructLayout(LayoutKind.Sequential)]
|
[StructLayout(LayoutKind.Sequential)]
|
||||||
public struct BoneInfo
|
public struct BoneInfo
|
||||||
{
|
{
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue