mikeemm 1 day ago
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      src/rlgl.h

+ 20
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src/rlgl.h View File

@ -738,6 +738,8 @@ RLAPI void rlSetTexture(unsigned int id); // Set current texture f
RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object
RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object
RLAPI void rlReloadVertexBuffer(unsigned int id, const void *buffer, int size, bool dynamic); // Reload an existing vertex buffer object
RLAPI void rlReloadVertexBufferElement(unsigned int id, const void *buffer, int size, bool dynamic); // Reload an existing vertex buffer elements object
RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer
RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer
RLAPI void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao)
@ -3859,6 +3861,24 @@ unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynami
return id;
}
// Reload an existing vertex buffer object
void rlReloadVertexBuffer(unsigned int id, const void *buffer, int size, bool dynamic)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer(GL_ARRAY_BUFFER, id);
glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
#endif
}
// Reload an existing vertex buffer elements object
void rlReloadVertexBufferElement(unsigned int id, const void *buffer, int size, bool dynamic)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
#endif
}
// Enable vertex buffer (VBO)
void rlEnableVertexBuffer(unsigned int id)
{

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