diff --git a/Raylib-cs/interop/Rlgl.cs b/Raylib-cs/interop/Rlgl.cs
index 349dbb2..9e09982 100644
--- a/Raylib-cs/interop/Rlgl.cs
+++ b/Raylib-cs/interop/Rlgl.cs
@@ -93,54 +93,54 @@ namespace Raylib_cs
/// Choose the current matrix to be transformed
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlMatrixMode(int mode);
+ public static extern void rlMatrixMode(int mode);
- ///
- public static void RlMatrixMode(MatrixMode mode)
+ ///
+ public static void rlMatrixMode(MatrixMode mode)
{
- RlMatrixMode((int)mode);
+ rlMatrixMode((int)mode);
}
/// Push the current matrix to stack
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlPushMatrix();
+ public static extern void rlPushMatrix();
/// Pop lattest inserted matrix from stack
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlPopMatrix();
+ public static extern void rlPopMatrix();
/// Reset current matrix to identity matrix
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlLoadIdentity();
+ public static extern void rlLoadIdentity();
/// Multiply the current matrix by a translation matrix
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlTranslatef(float x, float y, float z);
+ public static extern void rlTranslatef(float x, float y, float z);
/// Multiply the current matrix by a rotation matrix
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlRotatef(float angle, float x, float y, float z);
+ public static extern void rlRotatef(float angle, float x, float y, float z);
/// Multiply the current matrix by a scaling matrix
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlScalef(float x, float y, float z);
+ public static extern void rlScalef(float x, float y, float z);
///
/// Multiply the current matrix by another matrix
- /// Current Matrix can be set via
+ /// Current Matrix can be set via
///
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlMultMatrixf(float* matf);
+ public static extern void rlMultMatrixf(float* matf);
- ///
- public static void RlMultMatrixf(Matrix4x4 matf)
+ ///
+ public static void rlMultMatrixf(Matrix4x4 matf)
{
Float16 f = Raymath.MatrixToFloatV(matf);
- RlMultMatrixf(f.v);
+ rlMultMatrixf(f.v);
}
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlFrustum(
+ public static extern void rlFrustum(
double left,
double right,
double bottom,
@@ -150,7 +150,7 @@ namespace Raylib_cs
);
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlOrtho(
+ public static extern void rlOrtho(
double left,
double right,
double bottom,
@@ -161,7 +161,7 @@ namespace Raylib_cs
/// Set the viewport area
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlViewport(int x, int y, int width, int height);
+ public static extern void rlViewport(int x, int y, int width, int height);
// ------------------------------------------------------------------------------------
@@ -170,48 +170,48 @@ namespace Raylib_cs
/// Initialize drawing mode (how to organize vertex)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlBegin(int mode);
+ public static extern void rlBegin(int mode);
- public static void RlBegin(DrawMode mode)
+ public static void rlBegin(DrawMode mode)
{
- RlBegin((int)mode);
+ rlBegin((int)mode);
}
/// Finish vertex providing
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnd();
+ public static extern void rlEnd();
/// Define one vertex (position) - 2 int
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlVertex2i(int x, int y);
+ public static extern void rlVertex2i(int x, int y);
/// Define one vertex (position) - 2 float
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlVertex2f(float x, float y);
+ public static extern void rlVertex2f(float x, float y);
/// Define one vertex (position) - 3 float
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlVertex3f(float x, float y, float z);
+ public static extern void rlVertex3f(float x, float y, float z);
/// Define one vertex (texture coordinate) - 2 float
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlTexCoord2f(float x, float y);
+ public static extern void rlTexCoord2f(float x, float y);
/// Define one vertex (normal) - 3 float
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlNormal3f(float x, float y, float z);
+ public static extern void rlNormal3f(float x, float y, float z);
/// Define one vertex (color) - 4 byte
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlColor4ub(byte r, byte g, byte b, byte a);
+ public static extern void rlColor4ub(byte r, byte g, byte b, byte a);
/// Define one vertex (color) - 3 float
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlColor3f(float x, float y, float z);
+ public static extern void rlColor3f(float x, float y, float z);
/// Define one vertex (color) - 4 float
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlColor4f(float x, float y, float z, float w);
+ public static extern void rlColor4f(float x, float y, float z, float w);
// ------------------------------------------------------------------------------------
@@ -223,213 +223,213 @@ namespace Raylib_cs
/// Enable vertex array (VAO, if supported)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern CBool RlEnableVertexArray(uint vaoId);
+ public static extern CBool rlEnableVertexArray(uint vaoId);
/// Disable vertex array (VAO, if supported)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableVertexArray();
+ public static extern void rlDisableVertexArray();
/// Enable vertex buffer (VBO)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnableVertexBuffer(uint id);
+ public static extern void rlEnableVertexBuffer(uint id);
/// Disable vertex buffer (VBO)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableVertexBuffer();
+ public static extern void rlDisableVertexBuffer();
/// Enable vertex buffer element (VBO element)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnableVertexBufferElement(uint id);
+ public static extern void rlEnableVertexBufferElement(uint id);
/// Disable vertex buffer element (VBO element)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableVertexBufferElement();
+ public static extern void rlDisableVertexBufferElement();
/// Enable vertex attribute index
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnableVertexAttribute(uint index);
+ public static extern void rlEnableVertexAttribute(uint index);
/// Disable vertex attribute index
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableVertexAttribute(uint index);
+ public static extern void rlDisableVertexAttribute(uint index);
/// Enable attribute state pointer
/// NOTE: Only available for GRAPHICS_API_OPENGL_11
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnableStatePointer(int vertexAttribType, void* buffer);
+ public static extern void rlEnableStatePointer(int vertexAttribType, void* buffer);
/// Disable attribute state pointer
/// NOTE: Only available for GRAPHICS_API_OPENGL_11
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableStatePointer(int vertexAttribType);
+ public static extern void rlDisableStatePointer(int vertexAttribType);
// Textures state
/// Select and active a texture slot
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlActiveTextureSlot(int slot);
+ public static extern void rlActiveTextureSlot(int slot);
/// Enable texture
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnableTexture(uint id);
+ public static extern void rlEnableTexture(uint id);
/// Disable texture
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableTexture();
+ public static extern void rlDisableTexture();
/// Enable texture cubemap
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnableTextureCubemap(uint id);
+ public static extern void rlEnableTextureCubemap(uint id);
/// Disable texture cubemap
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableTextureCubemap();
+ public static extern void rlDisableTextureCubemap();
/// Set texture parameters (filter, wrap)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlTextureParameters(uint id, int param, int value);
+ public static extern void rlTextureParameters(uint id, int param, int value);
/// Set cubemap parameters (filter, wrap)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlCubemapParameters(uint id, int param, int value);
+ public static extern void rlCubemapParameters(uint id, int param, int value);
// Shader state
/// Enable shader program
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnableShader(uint id);
+ public static extern void rlEnableShader(uint id);
/// Disable shader program
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableShader();
+ public static extern void rlDisableShader();
// Framebuffer state
/// Enable render texture (fbo)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnableFramebuffer(uint id);
+ public static extern void rlEnableFramebuffer(uint id);
/// Disable render texture (fbo), return to default framebuffer
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableFramebuffer();
+ public static extern void rlDisableFramebuffer();
/// Activate multiple draw color buffers
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlActiveDrawBuffers(int count);
+ public static extern void rlActiveDrawBuffers(int count);
// General render state
/// Enable color blending
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnableColorBlend();
+ public static extern void rlEnableColorBlend();
/// Disable color blending
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableColorBlend();
+ public static extern void rlDisableColorBlend();
/// Enable depth test
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnableDepthTest();
+ public static extern void rlEnableDepthTest();
/// Disable depth test
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableDepthTest();
+ public static extern void rlDisableDepthTest();
/// Enable depth write
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnableDepthMask();
+ public static extern void rlEnableDepthMask();
/// Disable depth write
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableDepthMask();
+ public static extern void rlDisableDepthMask();
/// Enable backface culling
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnableBackfaceCulling();
+ public static extern void rlEnableBackfaceCulling();
/// Disable backface culling
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableBackfaceCulling();
+ public static extern void rlDisableBackfaceCulling();
/// Set face culling mode
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetCullFace(int mode);
+ public static extern void rlSetCullFace(int mode);
/// Enable scissor test
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnableScissorTest();
+ public static extern void rlEnableScissorTest();
/// Disable scissor test
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableScissorTest();
+ public static extern void rlDisableScissorTest();
/// Scissor test
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlScissor(int x, int y, int width, int height);
+ public static extern void rlScissor(int x, int y, int width, int height);
/// Enable wire mode
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnableWireMode();
+ public static extern void rlEnableWireMode();
/// Disable wire mode
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableWireMode();
+ public static extern void rlDisableWireMode();
/// Set the line drawing width
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetLineWidth(float width);
+ public static extern void rlSetLineWidth(float width);
/// Get the line drawing width
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern float RlGetLineWidth();
+ public static extern float rlGetLineWidth();
/// Enable line aliasing
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnableSmoothLines();
+ public static extern void rlEnableSmoothLines();
/// Disable line aliasing
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableSmoothLines();
+ public static extern void rlDisableSmoothLines();
/// Enable stereo rendering
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlEnableStereoRender();
+ public static extern void rlEnableStereoRender();
/// Disable stereo rendering
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDisableStereoRender();
+ public static extern void rlDisableStereoRender();
/// Check if stereo render is enabled
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern CBool RlIsStereoRenderEnabled();
+ public static extern CBool rlIsStereoRenderEnabled();
/// Clear color buffer with color
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlClearColor(byte r, byte g, byte b, byte a);
+ public static extern void rlClearColor(byte r, byte g, byte b, byte a);
/// Clear used screen buffers (color and depth)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlClearScreenBuffers();
+ public static extern void rlClearScreenBuffers();
/// Check and log OpenGL error codes
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlCheckErrors();
+ public static extern void rlCheckErrors();
/// Set blending mode
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetBlendMode(BlendMode mode);
+ public static extern void rlSetBlendMode(BlendMode mode);
/// Set blending mode factor and equation (using OpenGL factors)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation);
+ public static extern void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation);
/// Set blending mode factors and equations separately (using OpenGL factors)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetBlendFactorsSeparate(
+ public static extern void rlSetBlendFactorsSeparate(
int glSrcRGB,
int glDstRGB,
int glSrcAlpha,
@@ -445,39 +445,39 @@ namespace Raylib_cs
/// Initialize rlgl (buffers, shaders, textures, states)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlGlInit(int width, int height);
+ public static extern void rlglInit(int width, int height);
/// De-inititialize rlgl (buffers, shaders, textures)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlGlClose();
+ public static extern void rlglClose();
/// Load OpenGL extensions
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlLoadExtensions(void* loader);
+ public static extern void rlLoadExtensions(void* loader);
/// Get current OpenGL version
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern GlVersion RlGetVersion();
+ public static extern GlVersion rlGetVersion();
/// Get default framebuffer width
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern int RlGetFramebufferWidth();
+ public static extern int rlGetFramebufferWidth();
/// Get default framebuffer height
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern int RlGetFramebufferHeight();
+ public static extern int rlGetFramebufferHeight();
/// Get default texture
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern uint RlGetTextureIdDefault();
+ public static extern uint rlGetTextureIdDefault();
/// Get default shader
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern uint RlGetShaderIdDefault();
+ public static extern uint rlGetShaderIdDefault();
/// Get default shader locations
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern int* RlGetShaderLocsDefault();
+ public static extern int* rlGetShaderLocsDefault();
// Render batch management
@@ -485,63 +485,63 @@ namespace Raylib_cs
/// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
/// but this render batch API is exposed in case custom batches are required
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern RenderBatch RlLoadRenderBatch(int numBuffers, int bufferElements);
+ public static extern RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements);
/// Unload render batch system
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlUnloadRenderBatch(RenderBatch batch);
+ public static extern void rlUnloadRenderBatch(RenderBatch batch);
/// Draw render batch data (Update->Draw->Reset)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDrawRenderBatch(RenderBatch* batch);
+ public static extern void rlDrawRenderBatch(RenderBatch* batch);
/// Set the active render batch for rlgl (NULL for default internal)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetRenderBatchActive(RenderBatch* batch);
+ public static extern void rlSetRenderBatchActive(RenderBatch* batch);
/// Update and draw internal render batch
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDrawRenderBatchActive();
+ public static extern void rlDrawRenderBatchActive();
/// Check internal buffer overflow for a given number of vertex
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern CBool RlCheckRenderBatchLimit(int vCount);
+ public static extern CBool rlCheckRenderBatchLimit(int vCount);
/// Set current texture for render batch and check buffers limits
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetTexture(uint id);
+ public static extern void rlSetTexture(uint id);
// Vertex buffers management
/// Load vertex array (vao) if supported
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern uint RlLoadVertexArray();
+ public static extern uint rlLoadVertexArray();
/// Load a vertex buffer attribute
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern uint RlLoadVertexBuffer(void* buffer, int size, CBool dynamic);
+ public static extern uint rlLoadVertexBuffer(void* buffer, int size, CBool dynamic);
/// Load a new attributes element buffer
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern uint RlLoadVertexBufferElement(void* buffer, int size, CBool dynamic);
+ public static extern uint rlLoadVertexBufferElement(void* buffer, int size, CBool dynamic);
/// Update GPU buffer with new data
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlUpdateVertexBuffer(uint bufferId, void* data, int dataSize, int offset);
+ public static extern void rlUpdateVertexBuffer(uint bufferId, void* data, int dataSize, int offset);
/// Update vertex buffer elements with new data
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlUpdateVertexBufferElements(uint id, void* data, int dataSize, int offset);
+ public static extern void rlUpdateVertexBufferElements(uint id, void* data, int dataSize, int offset);
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlUnloadVertexArray(uint vaoId);
+ public static extern void rlUnloadVertexArray(uint vaoId);
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlUnloadVertexBuffer(uint vboId);
+ public static extern void rlUnloadVertexBuffer(uint vboId);
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetVertexAttribute(
+ public static extern void rlSetVertexAttribute(
uint index,
int compSize,
int type,
@@ -551,23 +551,23 @@ namespace Raylib_cs
);
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetVertexAttributeDivisor(uint index, int divisor);
+ public static extern void rlSetVertexAttributeDivisor(uint index, int divisor);
/// Set vertex attribute default value
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetVertexAttributeDefault(int locIndex, void* value, int attribType, int count);
+ public static extern void rlSetVertexAttributeDefault(int locIndex, void* value, int attribType, int count);
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDrawVertexArray(int offset, int count);
+ public static extern void rlDrawVertexArray(int offset, int count);
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDrawVertexArrayElements(int offset, int count, void* buffer);
+ public static extern void rlDrawVertexArrayElements(int offset, int count, void* buffer);
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDrawVertexArrayInstanced(int offset, int count, int instances);
+ public static extern void rlDrawVertexArrayInstanced(int offset, int count, int instances);
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlDrawVertexArrayElementsInstanced(
+ public static extern void rlDrawVertexArrayElementsInstanced(
int offset,
int count,
void* buffer,
@@ -579,19 +579,19 @@ namespace Raylib_cs
/// Load texture in GPU
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern uint RlLoadTexture(void* data, int width, int height, PixelFormat format, int mipmapCount);
+ public static extern uint rlLoadTexture(void* data, int width, int height, PixelFormat format, int mipmapCount);
/// Load depth texture/renderbuffer (to be attached to fbo)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern uint RlLoadTextureDepth(int width, int height, CBool useRenderBuffer);
+ public static extern uint rlLoadTextureDepth(int width, int height, CBool useRenderBuffer);
/// Load texture cubemap
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern uint RlLoadTextureCubemap(void* data, int size, PixelFormat format);
+ public static extern uint rlLoadTextureCubemap(void* data, int size, PixelFormat format);
/// Update GPU texture with new data
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlUpdateTexture(
+ public static extern void rlUpdateTexture(
uint id,
int offsetX,
int offsetY,
@@ -603,7 +603,7 @@ namespace Raylib_cs
/// Get OpenGL internal formats
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlGetGlTextureFormats(
+ public static extern void rlGetGlTextureFormats(
PixelFormat format,
int* glInternalFormat,
int* glFormat,
@@ -612,34 +612,34 @@ namespace Raylib_cs
/// Get OpenGL internal formats
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern sbyte* RlGetPixelFormatName(PixelFormat format);
+ public static extern sbyte* rlGetPixelFormatName(PixelFormat format);
/// Unload texture from GPU memory
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlUnloadTexture(uint id);
+ public static extern void rlUnloadTexture(uint id);
/// Generate mipmap data for selected texture
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlGenTextureMipmaps(uint id, int width, int height, PixelFormat format, int* mipmaps);
+ public static extern void rlGenTextureMipmaps(uint id, int width, int height, PixelFormat format, int* mipmaps);
/// Read texture pixel data
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void* RlReadTexturePixels(uint id, int width, int height, PixelFormat format);
+ public static extern void* rlReadTexturePixels(uint id, int width, int height, PixelFormat format);
/// Read screen pixel data (color buffer)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern byte* RlReadScreenPixels(int width, int height);
+ public static extern byte* rlReadScreenPixels(int width, int height);
// Framebuffer management (fbo)
/// Load an empty framebuffer
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern uint RlLoadFramebuffer(int width, int height);
+ public static extern uint rlLoadFramebuffer(int width, int height);
/// Attach texture/renderbuffer to a framebuffer
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlFramebufferAttach(
+ public static extern void rlFramebufferAttach(
uint fboId,
uint texId,
FramebufferAttachType attachType,
@@ -649,93 +649,93 @@ namespace Raylib_cs
/// Verify framebuffer is complete
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern CBool RlFramebufferComplete(uint id);
+ public static extern CBool rlFramebufferComplete(uint id);
/// Delete framebuffer from GPU
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlUnloadFramebuffer(uint id);
+ public static extern void rlUnloadFramebuffer(uint id);
// Shaders management
/// Load shader from code strings
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern uint RlLoadShaderCode(sbyte* vsCode, sbyte* fsCode);
+ public static extern uint rlLoadShaderCode(sbyte* vsCode, sbyte* fsCode);
/// Compile custom shader and return shader id
/// (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern uint RlCompileShader(sbyte* shaderCode, int type);
+ public static extern uint rlCompileShader(sbyte* shaderCode, int type);
/// Load custom shader program
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern uint RlLoadShaderProgram(uint vShaderId, uint fShaderId);
+ public static extern uint rlLoadShaderProgram(uint vShaderId, uint fShaderId);
/// Unload shader program
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlUnloadShaderProgram(uint id);
+ public static extern void rlUnloadShaderProgram(uint id);
/// Get shader location uniform
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern int RlGetLocationUniform(uint shaderId, sbyte* uniformName);
+ public static extern int rlGetLocationUniform(uint shaderId, sbyte* uniformName);
/// Get shader location attribute
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern int RlGetLocationAttrib(uint shaderId, sbyte* attribName);
+ public static extern int rlGetLocationAttrib(uint shaderId, sbyte* attribName);
/// Set shader value uniform
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetUniform(int locIndex, void* value, int uniformType, int count);
+ public static extern void rlSetUniform(int locIndex, void* value, int uniformType, int count);
/// Set shader value matrix
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetUniformMatrix(int locIndex, Matrix4x4 mat);
+ public static extern void rlSetUniformMatrix(int locIndex, Matrix4x4 mat);
/// Set shader value sampler
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetUniformSampler(int locIndex, uint textureId);
+ public static extern void rlSetUniformSampler(int locIndex, uint textureId);
/// Set shader currently active (id and locations)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetShader(uint id, int* locs);
+ public static extern void rlSetShader(uint id, int* locs);
// Compute shader management
/// Load compute shader program
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern uint RlLoadComputeShaderProgram(uint shaderId);
+ public static extern uint rlLoadComputeShaderProgram(uint shaderId);
/// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlComputeShaderDispatch(uint groupX, uint groupY, uint groupZ);
+ public static extern void rlComputeShaderDispatch(uint groupX, uint groupY, uint groupZ);
// Shader buffer storage object management (ssbo)
/// Load shader storage buffer object (SSBO)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern uint RlLoadShaderBuffer(uint size, void* data, int usageHint);
+ public static extern uint rlLoadShaderBuffer(uint size, void* data, int usageHint);
/// Unload shader storage buffer object (SSBO)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlUnloadShaderBuffer(uint ssboId);
+ public static extern void rlUnloadShaderBuffer(uint ssboId);
/// Update SSBO buffer data
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlUpdateShaderBuffer(uint id, void* data, uint dataSize, uint offset);
+ public static extern void rlUpdateShaderBuffer(uint id, void* data, uint dataSize, uint offset);
/// Bind SSBO buffer data
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlBindShaderBuffer(uint id, uint index);
+ public static extern void rlBindShaderBuffer(uint id, uint index);
/// Read SSBO buffer data (GPU->CPU)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlReadShaderBuffer(uint id, void* dest, uint count, uint offset);
+ public static extern void rlReadShaderBuffer(uint id, void* dest, uint count, uint offset);
/// Copy SSBO data between buffers
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlCopyShaderBuffer(
+ public static extern void rlCopyShaderBuffer(
uint destId,
uint srcId,
uint destOffset,
@@ -745,63 +745,64 @@ namespace Raylib_cs
/// Get SSBO buffer size
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern uint RlGetShaderBufferSize(uint id);
+ public static extern uint rlGetShaderBufferSize(uint id);
// Buffer management
/// Bind image texture
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlBindImageTexture(uint id, uint index, int format, CBool readOnly);
+ public static extern void rlBindImageTexture(uint id, uint index, int format, CBool readOnly);
// Matrix state management
/// Get internal modelview matrix
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern Matrix4x4 RlGetMatrixModelView();
+ public static extern Matrix4x4 rlGetMatrixModelview();
/// Get internal projection matrix
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern Matrix4x4 RlGetMatrixProjection();
+ public static extern Matrix4x4 rlGetMatrixProjection();
/// Get internal accumulated transform matrix
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern Matrix4x4 RlGetMatrixTransform();
+ public static extern Matrix4x4 rlGetMatrixTransform();
/// Get internal projection matrix for stereo render (selected eye)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern Matrix4x4 RlGetMatrixProjectionStereo(int eye);
+ public static extern Matrix4x4 rlGetMatrixProjectionStereo(int eye);
/// Get internal view offset matrix for stereo render (selected eye)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern Matrix4x4 RlGetMatrixViewOffsetStereo(int eye);
+ public static extern Matrix4x4 rlGetMatrixViewOffsetStereo(int eye);
/// Set a custom projection matrix (replaces internal projection matrix)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetMatrixProjection(Matrix4x4 view);
+ public static extern void rlSetMatrixProjection(Matrix4x4 view);
/// Set a custom modelview matrix (replaces internal modelview matrix)
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetMatrixModelView(Matrix4x4 proj);
+ public static extern void rlSetMatrixModelview(Matrix4x4 proj);
/// Set eyes projection matrices for stereo rendering
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetMatrixProjectionStereo(Matrix4x4 left, Matrix4x4 right);
+ public static extern void rlSetMatrixProjectionStereo(Matrix4x4 left, Matrix4x4 right);
/// Set eyes view offsets matrices for stereo rendering
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlSetMatrixViewOffsetStereo(Matrix4x4 left, Matrix4x4 right);
+ public static extern void rlSetMatrixViewOffsetStereo(Matrix4x4 left, Matrix4x4 right);
// Quick and dirty cube/quad buffers load->draw->unload
/// Load and draw a cube
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlLoadDrawCube();
+ public static extern void rlLoadDrawCube();
/// Load and draw a quad
[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
- public static extern void RlLoadDrawQuad();
+ public static extern void rlLoadDrawQuad();
}
}
+