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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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