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@ -528,7 +528,7 @@ RLAPI Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get wor |
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RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU |
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RLAPI unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) |
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RLAPI unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap |
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RLAPI void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data |
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RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data |
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RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats |
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RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory |
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@ -2144,7 +2144,7 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format) |
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// Update already loaded texture in GPU with new data |
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// NOTE: We don't know safely if internal texture format is the expected one... |
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void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data) |
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void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data) |
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{ |
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glBindTexture(GL_TEXTURE_2D, id); |
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@ -2153,7 +2153,7 @@ void rlUpdateTexture(unsigned int id, int width, int height, int format, const v |
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if ((glInternalFormat != -1) && (format < COMPRESSED_DXT1_RGB)) |
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{ |
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glTexSubImage2D(GL_TEXTURE_2D, 0, mi">0, 0, width, height, glFormat, glType, (unsigned char *)data); |
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glTexSubImage2D(GL_TEXTURE_2D, 0, n">offsetY, offsetY, width, height, glFormat, glType, (unsigned char *)data); |
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} |
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else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format); |
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} |
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