RaylibRlgl class
- Inheritance
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- Mixed-in types
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Methods
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debug(bool v)
→ void
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Enables or disables debug logging for this module.
inherited
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debugError(String message)
→ void
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Logs
message at error level if debug is enabled and message passes all filters.
inherited
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debugFilter(bool filter(String))
→ void
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Adds a predicate that gates debug output. Only messages satisfying at least one filter are logged.
inherited
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debugInfo(String message)
→ void
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Logs
message at info level if debug is enabled and message passes all filters.
inherited
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debugTime(bool v)
→ void
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Enables or disables per-call timing output alongside debug logs.
inherited
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debugWarn(String message)
→ void
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Logs
message at warn level if debug is enabled and message passes all filters.
inherited
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disableSync<T>(T f())
→ T
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Executes
f with RaylibTemp syncing temporarily disabled,
restoring the previous sync state afterward.
inherited
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dispose()
→ void
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Calls all registered onDispose callbacks and clears them.
inherited
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disposeStructWithOpFreed<D extends RaylibStruct<D>>(D struct, void fn(StructPointer<D> ptr))
→ void
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Disposes
struct, invokes fn with its underlying pointer, and then frees
the temporary allocation backing the pointer, if any.
inherited
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disposeStructWithOpUnslotted<D extends RaylibStruct<D>>(D struct, void fn(StructPointer<D> ptr))
→ void
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Disposes
struct, invokes fn with its underlying pointer, and then
unslots the temporary allocation backing the pointer, if any.
inherited
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load()
→ void
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Override to perform one-time module initialization.
inherited
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logError(Object? message)
→ void
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inherited
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logInfo(Object? message)
→ void
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inherited
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logWarn(Object? message)
→ void
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inherited
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noSuchMethod(Invocation invocation)
→ dynamic
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Invoked when a nonexistent method or property is accessed.
inherited
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onDispose(void fn())
→ void
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Registers
fn to be called when this module is disposed.
inherited
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rlActiveDrawBuffers(int count)
→ void
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Activate multiple draw color buffers
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rlActiveTextureSlot(int slot)
→ void
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Select and active a texture slot
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rlBegin(int mode)
→ void
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Initialize drawing mode (how to organize vertex)
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rlBindFramebuffer(int target, int framebuffer)
→ void
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Bind framebuffer (FBO)
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rlBindImageTexture(int id, int index, int format, bool readonly)
→ void
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Bind image texture
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rlBindShaderBuffer(int id, int index)
→ void
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Bind SSBO buffer
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rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
→ void
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Blit active framebuffer to main framebuffer
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rlCheckErrors()
→ void
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Check and log OpenGL error codes
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rlCheckRenderBatchLimit(int vCount)
→ bool
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Check internal buffer overflow for a given number of vertex
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rlClearColor(int r, int g, int b, int a)
→ void
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Clear color buffer with color
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rlClearScreenBuffers()
→ void
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Clear used screen buffers (color and depth)
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rlColor3f(double x, double y, double z)
→ void
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Define one vertex (color) - 3 float
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rlColor4f(double x, double y, double z, double w)
→ void
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Define one vertex (color) - 4 float
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rlColor4ub(int r, int g, int b, int a)
→ void
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Define one vertex (color) - 4 byte
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rlColorMask(bool r, bool g, bool b, bool a)
→ void
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Color mask control
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rlComputeShaderDispatch(int groupX, int groupY, int groupZ)
→ void
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Dispatch compute shader (equivalent to draw for graphics pipeline)
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rlCopyFramebuffer(int x, int y, int width, int height, int format, Pointer<Void> pixels)
→ void
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Copy framebuffer pixel data to internal buffer
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rlCopyShaderBuffer(int destId, int srcId, int destOffset, int srcOffset, int count)
→ void
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Copy SSBO data between buffers
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rlCubemapParameters(int id, int param, int value)
→ void
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Set cubemap parameters (filter, wrap)
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rlDisableBackfaceCulling()
→ void
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Disable backface culling
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rlDisableColorBlend()
→ void
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Disable color blending
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rlDisableDepthMask()
→ void
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Disable depth write
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rlDisableDepthTest()
→ void
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Disable depth test
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rlDisableFramebuffer()
→ void
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Disable render texture (fbo), return to default framebuffer
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rlDisablePointMode()
→ void
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Disable point mode
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rlDisableScissorTest()
→ void
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Disable scissor test
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rlDisableShader()
→ void
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Disable shader program
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rlDisableSmoothLines()
→ void
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Disable line aliasing
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rlDisableStatePointer(int vertexAttribType)
→ void
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Disable attribute state pointer
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rlDisableStereoRender()
→ void
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Disable stereo rendering
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rlDisableTexture()
→ void
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Disable texture
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rlDisableTextureCubemap()
→ void
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Disable texture cubemap
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rlDisableVertexArray()
→ void
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Disable vertex array (VAO, if supported)
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rlDisableVertexAttribute(int index)
→ void
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Disable vertex attribute index
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rlDisableVertexBuffer()
→ void
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Disable vertex buffer (VBO)
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rlDisableVertexBufferElement()
→ void
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Disable vertex buffer element (VBO element)
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rlDisableWireMode()
→ void
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Disable wire mode
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rlDrawRenderBatch(Pointer<RlRenderBatchC> batch)
→ void
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Draw render batch data (Update->Draw->Reset)
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rlDrawRenderBatchActive()
→ void
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Update and draw internal render batch
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rlDrawVertexArray(int offset, int count)
→ void
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Draw vertex array (currently active vao)
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rlDrawVertexArrayElements(int offset, int count, Pointer<Void> buffer)
→ void
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Draw vertex array elements
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rlDrawVertexArrayElementsInstanced(int offset, int count, Pointer<Void> buffer, int instances)
→ void
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Draw vertex array elements with instancing
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rlDrawVertexArrayInstanced(int offset, int count, int instances)
→ void
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Draw vertex array (currently active vao) with instancing
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rlEnableBackfaceCulling()
→ void
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Enable backface culling
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rlEnableColorBlend()
→ void
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Enable color blending
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rlEnableDepthMask()
→ void
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Enable depth write
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rlEnableDepthTest()
→ void
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Enable depth test
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rlEnableFramebuffer(int id)
→ void
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Enable render texture (fbo)
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rlEnablePointMode()
→ void
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Enable point mode
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rlEnableScissorTest()
→ void
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Enable scissor test
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rlEnableShader(int id)
→ void
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Enable shader program
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rlEnableSmoothLines()
→ void
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Enable line aliasing
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rlEnableStatePointer(int vertexAttribType, Pointer<Void> buffer)
→ void
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Enable attribute state pointer
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rlEnableStereoRender()
→ void
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Enable stereo rendering
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rlEnableTexture(int id)
→ void
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Enable texture
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rlEnableTextureCubemap(int id)
→ void
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Enable texture cubemap
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rlEnableVertexArray(int vaoId)
→ bool
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Enable vertex array (VAO, if supported)
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rlEnableVertexAttribute(int index)
→ void
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Enable vertex attribute index
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rlEnableVertexBuffer(int id)
→ void
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Enable vertex buffer (VBO)
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rlEnableVertexBufferElement(int id)
→ void
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Enable vertex buffer element (VBO element)
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rlEnableWireMode()
→ void
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Enable wire mode
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rlEnd()
→ void
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Finish vertex providing
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rlFramebufferAttach(int fboId, int texId, int attachType, int texType, int mipLevel)
→ void
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Attach texture/renderbuffer to a framebuffer
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rlFramebufferComplete(int id)
→ bool
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Verify framebuffer is complete
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rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
→ void
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Multiply the current matrix by a perspective matrix generated by parameters
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rlGenTextureMipmaps(int id, int width, int height, int format, Pointer<Int> mipmaps)
→ void
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Generate mipmap data for selected texture
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rlGetActiveFramebuffer()
→ int
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Get the currently active render texture (fbo), 0 for default framebuffer
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rlGetCullDistanceFar()
→ double
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Get cull plane distance far
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rlGetCullDistanceNear()
→ double
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Get cull plane distance near
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rlGetFramebufferHeight()
→ int
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Get default framebuffer height
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rlGetFramebufferWidth()
→ int
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Get default framebuffer width
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rlGetGlTextureFormats(int format, Pointer<UnsignedInt> glInternalFormat, Pointer<UnsignedInt> glFormat, Pointer<UnsignedInt> glType)
→ void
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Get OpenGL internal formats
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rlGetLineWidth()
→ double
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Get the line drawing width
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rlGetLocationAttrib(int shaderId, Pointer<Char> attribName)
→ int
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Get shader location attribute, requires shader program id
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rlGetLocationUniform(int shaderId, Pointer<Char> uniformName)
→ int
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Get shader location uniform, requires shader program id
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rlGetMatrixModelview()
→ MatrixC
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Get internal modelview matrix
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rlGetMatrixProjection()
→ MatrixC
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Get internal projection matrix
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rlGetMatrixProjectionStereo(int eye)
→ MatrixC
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Get internal projection matrix for stereo render (selected eye)
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rlGetMatrixTransform()
→ MatrixC
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Get internal accumulated transform matrix
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rlGetMatrixViewOffsetStereo(int eye)
→ MatrixC
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Get internal view offset matrix for stereo render (selected eye)
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rlGetPixelFormatName(int format)
→ Pointer<Char>
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Get name string for pixel format
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rlGetPointSize()
→ double
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Get the point drawing size
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rlGetProcAddress(Pointer<Char> procName)
→ Pointer<Void>
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Get OpenGL procedure address
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rlGetShaderBufferSize(int id)
→ int
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Get SSBO buffer size
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rlGetShaderIdDefault()
→ int
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Get default shader id
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rlGetShaderLocsDefault()
→ Pointer<Int>
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Get default shader locations
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rlGetTextureIdDefault()
→ int
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Get default texture id
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rlGetVersion()
→ int
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Get current OpenGL version
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rlglClose()
→ void
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De-initialize rlgl (buffers, shaders, textures)
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rlglInit(int width, int height)
→ void
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Initialize rlgl (buffers, shaders, textures, states)
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rlIsStereoRenderEnabled()
→ bool
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Check if stereo render is enabled
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rlLoadDrawCube()
→ void
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Load and draw a cube
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rlLoadDrawQuad()
→ void
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Load and draw a quad
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rlLoadExtensions(Pointer<Void> loader)
→ void
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Load OpenGL extensions (loader function required)
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rlLoadFramebuffer()
→ int
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Load an empty framebuffer
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rlLoadIdentity()
→ void
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Reset current matrix to identity matrix
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rlLoadRenderBatch(int numBuffers, int bufferElements)
→ RlRenderBatchC
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Load a render batch system
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rlLoadShader(Pointer<Char> code, int type)
→ int
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Load (compile) shader and return shader id
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rlLoadShaderBuffer(int size, Pointer<Void> data, int usageHint)
→ int
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Load shader storage buffer object (SSBO)
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rlLoadShaderProgram(Pointer<Char> vsCode, Pointer<Char> fsCode)
→ int
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Load shader from code strings
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rlLoadShaderProgramCompute(int csId)
→ int
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Load compute shader program
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rlLoadShaderProgramEx(int vsId, int fsId)
→ int
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Load shader program, using already loaded shader ids
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rlLoadTexture(Pointer<Void> data, int width, int height, int format, int mipmapCount)
→ int
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Load texture data
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rlLoadTextureCubemap(Pointer<Void> data, int size, int format, int mipmapCount)
→ int
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Load texture cubemap data
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rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
→ int
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Load depth texture/renderbuffer (to be attached to fbo)
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rlLoadVertexArray()
→ int
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Load vertex array (vao) if supported
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rlLoadVertexBuffer(Pointer<Void> buffer, int size, bool dynamic)
→ int
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Load a vertex buffer object
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rlLoadVertexBufferElement(Pointer<Void> buffer, int size, bool dynamic)
→ int
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Load vertex buffer elements object
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rlMatrixMode(int mode)
→ void
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Choose the current matrix to be transformed
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rlMultMatrixf(Pointer<Float> matf)
→ void
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Multiply the current matrix by another matrix
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rlNormal3f(double x, double y, double z)
→ void
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Define one vertex (normal) - 3 float
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rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
→ void
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Multiply the current matrix by an orthographic matrix generated by parameters
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rlPopMatrix()
→ void
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Pop latest inserted matrix from stack
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rlPushMatrix()
→ void
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Push the current matrix to stack
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rlReadScreenPixels(int width, int height)
→ Pointer<UnsignedChar>
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Read screen pixel data (color buffer)
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rlReadShaderBuffer(int id, Pointer<Void> dest, int count, int offset)
→ void
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Read SSBO buffer data (GPU->CPU)
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rlReadTexturePixels(int id, int width, int height, int format)
→ Pointer<Void>
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Read texture pixel data
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rlResizeFramebuffer(int width, int height)
→ void
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Resize internal framebuffer
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rlRotatef(double angle, double x, double y, double z)
→ void
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Multiply the current matrix by a rotation matrix
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rlScalef(double x, double y, double z)
→ void
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Multiply the current matrix by a scaling matrix
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rlScissor(int x, int y, int width, int height)
→ void
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Scissor test
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rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
→ void
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Set blending mode factor and equation (using OpenGL factors)
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Set blending mode factors and equations separately (using OpenGL factors)
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rlSetBlendMode(int mode)
→ void
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Set blending mode
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rlSetClipPlanes(double nearPlane, double farPlane)
→ void
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Set clip planes distances
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rlSetCullFace(int mode)
→ void
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Set face culling mode
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rlSetFramebufferHeight(int height)
→ void
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Set current framebuffer height
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rlSetFramebufferWidth(int width)
→ void
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Set current framebuffer width
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rlSetLineWidth(double width)
→ void
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Set the line drawing width
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rlSetMatrixModelview(MatrixC view)
→ void
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Set a custom modelview matrix (replaces internal modelview matrix)
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rlSetMatrixProjection(MatrixC proj)
→ void
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Set a custom projection matrix (replaces internal projection matrix)
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rlSetMatrixProjectionStereo(MatrixC right, MatrixC left)
→ void
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Set eyes projection matrices for stereo rendering
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rlSetMatrixViewOffsetStereo(MatrixC right, MatrixC left)
→ void
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Set eyes view offsets matrices for stereo rendering
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rlSetPointSize(double size)
→ void
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Set the point drawing size
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rlSetRenderBatchActive(Pointer<RlRenderBatchC> batch)
→ void
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Set the active render batch for rlgl (NULL for default internal)
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rlSetShader(int id, Pointer<Int> locs)
→ void
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Set shader currently active (id and locations)
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rlSetTexture(int id)
→ void
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Set current texture for render batch and check buffers limits
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rlSetUniform(int locIndex, Pointer<Void> value, int uniformType, int count)
→ void
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Set shader value uniform
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rlSetUniformMatrices(int locIndex, Pointer<MatrixC> mat, int count)
→ void
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Set shader value matrices
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rlSetUniformMatrix(int locIndex, MatrixC mat)
→ void
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Set shader value matrix
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rlSetUniformSampler(int locIndex, int textureId)
→ void
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Set shader value sampler
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rlSetVertexAttribute(int index, int compSize, int type, bool normalized, int stride, int offset)
→ void
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Set vertex attribute data configuration
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rlSetVertexAttributeDefault(int locIndex, Pointer<Void> value, int attribType, int count)
→ void
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Set vertex attribute default value, when attribute to provided
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rlSetVertexAttributeDivisor(int index, int divisor)
→ void
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Set vertex attribute data divisor
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rlTexCoord2f(double x, double y)
→ void
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Define one vertex (texture coordinate) - 2 float
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rlTextureParameters(int id, int param, int value)
→ void
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Set texture parameters (filter, wrap)
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rlTranslatef(double x, double y, double z)
→ void
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Multiply the current matrix by a translation matrix
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rlUnloadFramebuffer(int id)
→ void
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Delete framebuffer from GPU
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rlUnloadRenderBatch(RlRenderBatchC batch)
→ void
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Unload render batch system
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rlUnloadShader(int id)
→ void
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Unload shader, loaded with rlLoadShader()
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rlUnloadShaderBuffer(int ssboId)
→ void
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Unload shader storage buffer object (SSBO)
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rlUnloadShaderProgram(int id)
→ void
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Unload shader program
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rlUnloadTexture(int id)
→ void
-
Unload texture from GPU memory
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rlUnloadVertexArray(int vaoId)
→ void
-
Unload vertex array (vao)
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rlUnloadVertexBuffer(int vboId)
→ void
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Unload vertex buffer object
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rlUpdateShaderBuffer(int id, Pointer<Void> data, int dataSize, int offset)
→ void
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Update SSBO buffer data
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rlUpdateTexture(int id, int offsetX, int offsetY, int width, int height, int format, Pointer<Void> data)
→ void
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Update texture with new data on GPU
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rlUpdateVertexBuffer(int bufferId, Pointer<Void> data, int dataSize, int offset)
→ void
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Update vertex buffer object data on GPU buffer
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rlUpdateVertexBufferElements(int id, Pointer<Void> data, int dataSize, int offset)
→ void
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Update vertex buffer elements data on GPU buffer
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rlVertex2f(double x, double y)
→ void
-
Define one vertex (position) - 2 float
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rlVertex2i(int x, int y)
→ void
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Define one vertex (position) - 2 int
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rlVertex3f(double x, double y, double z)
→ void
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Define one vertex (position) - 3 float
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rlViewport(int x, int y, int width, int height)
→ void
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Set the viewport area
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run<T>(String name(), T f())
→ T
-
Executes
f, logging its label (and optionally timing it) when debug is enabled
and the label passes all filters.
inherited
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toString()
→ String
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A string representation of this object.
inherited