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@ -1422,8 +1422,8 @@ RLAPI bool IsTextureValid(Texture2D texture); |
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RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) |
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RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU) |
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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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RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data (pixels should be able to fill texture) |
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RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data (pixels and rec should fit in texture) |
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// Texture configuration functions |
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RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture |
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@ -1644,7 +1644,7 @@ RLAPI Sound LoadSound(const char *fileName); // Load so |
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RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data |
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RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data |
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RLAPI bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized) |
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RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data |
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RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data (data and frame count should fit in sound) |
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RLAPI void UnloadWave(Wave wave); // Unload wave data |
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RLAPI void UnloadSound(Sound sound); // Unload sound |
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RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data) |
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