Updated raylib data structures (markdown)

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raylib-data-structures.md

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raylib provides some basic data structures to organize game information. Those structures are quite common in most of the engines out there:
```c
// Basic data structures
struct Color; // Color type, RGBA (32bit)
struct Rectangle; // Rectangle type
struct Vector2; // Vector2 type
struct Vector3; // Vector3 type
struct Matrix; // Matrix type (OpenGL style 4x4)
struct Image; // Image type (multiple data formats supported)
// NOTE: Data stored in CPU memory (RAM)
struct Texture2D; // Texture2D type (multiple internal formats supported)
// NOTE: Data stored in GPU memory (VRAM)
// 2D data (pixels, font...)
struct Image; // Image type (data stored in CPU memory (RAM))
struct Texture2D; // Texture2D type (data stored in GPU memory (VRAM))
struct RenderTexture2D; // RenderTexture2D type, for texture rendering
struct SpriteFont; // SpriteFont type, includes texture and chars data
struct Camera; // Camera type, defines 3d camera position/orientation
struct Camera2D; // Camera2D type, defines a 2d camera
// 3D data (vertex, material properties...)
struct Mesh; // Vertex data definning a mesh
struct Shader; // Shader type (generic shader)
struct Material; // Material type
struct Light; // Light type, defines light properties
struct Model; // Basic 3d Model type
struct Ray; // Ray type (useful for raycast)
// Audio related data
struct Wave; // Wave type, defines audio wave data
struct Sound; // Basic Sound source and buffer
struct Music; // Music type (file streaming from memory)

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