|
@@ -297,8 +297,8 @@ static void UnloadDefaultShader(void); // Unload default shader
|
|
|
static void UnloadStandardShader(void); // Unload standard shader
|
|
|
|
|
|
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
|
|
|
-static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
|
|
|
-static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data
|
|
|
+void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
|
|
|
+void rlglDrawDefaultBuffers(void); // Draw default internal buffers vertex data
|
|
|
static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
|
|
|
|
|
|
static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array
|
|
@@ -2542,7 +2542,7 @@ void UpdateOculusTracking(void)
|
|
|
//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
|
|
|
}
|
|
|
|
|
|
-void SetOculusMatrix(int eye)
|
|
|
+void SetOculusView(int eye)
|
|
|
{
|
|
|
rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
|
|
|
|
|
@@ -3089,7 +3089,7 @@ static void LoadDefaultBuffers(void)
|
|
|
// Update default internal buffers (VAOs/VBOs) with vertex array data
|
|
|
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
|
|
|
// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
|
|
|
-static void UpdateDefaultBuffers(void)
|
|
|
+void rlglUpdateDefaultBuffers(void)
|
|
|
{
|
|
|
// Update lines vertex buffers
|
|
|
if (lines.vCounter > 0)
|
|
@@ -3159,7 +3159,7 @@ static void UpdateDefaultBuffers(void)
|
|
|
|
|
|
// Draw default internal buffers vertex data
|
|
|
// NOTE: We draw in this order: lines, triangles, quads
|
|
|
-static void DrawDefaultBuffers(void)
|
|
|
+void rlglDrawDefaultBuffers(void)
|
|
|
{
|
|
|
// Set current shader and upload current MVP matrix
|
|
|
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
|