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https://github.com/raylib-cs/raylib-cs
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@@ -1,7 +1,4 @@
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using System;
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using System.ComponentModel;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Security;
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@@ -699,117 +696,4 @@ namespace Raylib_cs
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern void rlLoadDrawQuad();
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}
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/// <summary>
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/// Matrix Modes (equivalent to OpenGL)
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/// </summary>
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public enum MatrixMode : int
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{
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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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/// <summary>
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/// GL_PROJECTION
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/// </summary>
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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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}
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/// <summary>
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/// Primitive assembly draw modes
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/// </summary>
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public enum DrawMode : int
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{
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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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/// <summary>
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/// GL_TRIANGLES
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/// </summary>
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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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}
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/// <summary>
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/// Texture parameters (equivalent to OpenGL defines)
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/// </summary>
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public enum TextureFilters : int
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{
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/// <summary>
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/// RL_TEXTURE_FILTER_NEAREST
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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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/// <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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/// <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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/// <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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/// <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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/// <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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/// <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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}
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/// <summary>
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/// GL Shader type
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/// </summary>
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public enum ShaderType : int
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{
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/// <summary>
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/// RL_FRAGMENT_SHADER
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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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/// <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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/// <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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}
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}
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