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@ -1311,7 +1311,9 @@ RLAPI Texture2D LoadTexture(const char *fileName); |
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RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data |
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RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported |
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RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) |
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RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready |
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RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) |
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RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready |
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RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) |
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RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data |
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RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data |
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@ -1441,6 +1443,7 @@ RLAPI void DrawGrid(int slices, float spacing); |
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// Model management functions |
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RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) |
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RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) |
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RLAPI bool IsModelReady(Model model); // Check if a model is ready |
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RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) |
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RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM) |
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RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) |
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@ -1481,6 +1484,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); |
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// Material loading/unloading functions |
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RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file |
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RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) |
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RLAPI bool IsMaterialReady(Material material); // Check if a material is ready |
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) |
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RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) |
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RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh |
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