Added implementations for two new functions to get the number of all available codepoints of a font file (or font data in memory) and update the array of codepoints themselves, passed via an argument. By default, the LoadFontEx() or LoadFontFromMemory() functions do not have this feature and load only 95 code points when specifying "NULL, 0" in the arguments. But if the user wants to automatically collect all possible code points of a font and their number, he can use these functions. Having collected them with these functions, he will only have to pass them to the LoadFontEx() or LoadFontFromMemory() functions.
Added two new functions to get the number of all available codepoints of a font file (or font data in memory) and update the array of codepoints themselves, passed via an argument. By default, the LoadFontEx() or LoadFontFromMemory() functions do not have this feature and load only 95 code points when specifying "NULL, 0" in the arguments. But if the user wants to automatically collect all possible code points of a font and their number, he can use these functions. Having collected them with these functions, he will only have to pass them to the LoadFontEx() or LoadFontFromMemory() functions.
This fixes an incomplete framebuffer issue due to the use of a texture format not supported in ES 3.
This commit also adds more information on how to manage deferred rendering.
- Updating bones only once instead for each mesh.
- Updating only one `model.meshes[].boneMatrices` and then using deep copy for other meshes instead of calculating for each bone in each mesh.
**Other points:**
- Makes it a clean base/template/reference for bone updation functions. Because if using this as template then some calculations done in one mesh can affect bones in other mesh in next iteration(doubles the effect in for next mesh).
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
* updated raylib-lua version
* Updated some bindings
* removed 404 bindings
* adding my bindings project to the list
* Adding a related project
* fixing the license foi ReiLua
* Make sure ShaderUniformDataType matches rlShaderUniformDataType
* Update raylib_api.* by CI
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Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
Co-authored-by: Ray <raysan5@gmail.com>