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@@ -1424,8 +1424,8 @@ 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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@@ -1646,7 +1646,7 @@ 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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