rl.gl.matrixMode(mode: i32) void | void rlMatrixMode(int mode) |
rl.gl.pushMatrix() void | void rlPushMatrix(void) |
rl.gl.popMatrix() void | void rlPopMatrix(void) |
rl.gl.loadIdentity() void | void rlLoadIdentity(void) |
rl.gl.translatef(x: f32, y: f32, z: f32) void | void rlTranslatef(float x, float y, float z) |
rl.gl.rotatef(angle: f32, x: f32, y: f32, z: f32) void | void rlRotatef(float angle, float x, float y, float z) |
rl.gl.scalef(x: f32, y: f32, z: f32) void | void rlScalef(float x, float y, float z) |
rl.gl.multMatrixf(matf: *const [16]f32) void | void rlMultMatrixf(const float *matf) |
rl.gl.frustum(left: f64, right: f64, bottom: f64, top: f64, znear: f64, zfar: f64) void | void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) |
rl.gl.ortho(left: f64, right: f64, bottom: f64, top: f64, znear: f64, zfar: f64) void | void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) |
rl.gl.viewport(x: i32, y: i32, width: i32, height: i32) void | void rlViewport(int x, int y, int width, int height) |
rl.gl.setClipPlanes(nearPlane: f64, farPlane: f64) void | void rlSetClipPlanes(double nearPlane, double farPlane) |
rl.gl.getCullDistanceNear() f64 | double rlGetCullDistanceNear(void) |
rl.gl.getCullDistanceFar() f64 | double rlGetCullDistanceFar(void) |
rl.gl.begin(mode: i32) void | void rlBegin(int mode) |
rl.gl.end() void | void rlEnd(void) |
rl.gl.vertex2i(x: i32, y: i32) void | void rlVertex2i(int x, int y) |
rl.gl.vertex2f(x: f32, y: f32) void | void rlVertex2f(float x, float y) |
rl.gl.vertex3f(x: f32, y: f32, z: f32) void | void rlVertex3f(float x, float y, float z) |
rl.gl.texCoord2f(x: f32, y: f32) void | void rlTexCoord2f(float x, float y) |
rl.gl.normal3f(x: f32, y: f32, z: f32) void | void rlNormal3f(float x, float y, float z) |
rl.gl.color4ub(r: u8, g: u8, b: u8, a: u8) void | void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) |
rl.gl.color3f(x: f32, y: f32, z: f32) void | void rlColor3f(float x, float y, float z) |
rl.gl.color4f(x: f32, y: f32, z: f32, w: f32) void | void rlColor4f(float x, float y, float z, float w) |
rl.gl.enableVertexArray(vaoId: u32) bool | bool rlEnableVertexArray(unsigned int vaoId) |
rl.gl.disableVertexArray() void | void rlDisableVertexArray(void) |
rl.gl.enableVertexBuffer(id: u32) void | void rlEnableVertexBuffer(unsigned int id) |
rl.gl.disableVertexBuffer() void | void rlDisableVertexBuffer(void) |
rl.gl.enableVertexBufferElement(id: u32) void | void rlEnableVertexBufferElement(unsigned int id) |
rl.gl.disableVertexBufferElement() void | void rlDisableVertexBufferElement(void) |
rl.gl.enableVertexAttribute(index: u32) void | void rlEnableVertexAttribute(unsigned int index) |
rl.gl.disableVertexAttribute(index: u32) void | void rlDisableVertexAttribute(unsigned int index) |
rl.gl.enableStatePointer(vertexAttribType: i32, buffer: ?*anyopaque) void | void rlEnableStatePointer(int vertexAttribType, void *buffer) |
rl.gl.disableStatePointer(vertexAttribType: i32) void | void rlDisableStatePointer(int vertexAttribType) |
rl.gl.activeTextureSlot(slot: i32) void | void rlActiveTextureSlot(int slot) |
rl.gl.enableTexture(id: u32) void | void rlEnableTexture(unsigned int id) |
rl.gl.disableTexture() void | void rlDisableTexture(void) |
rl.gl.enableTextureCubemap(id: u32) void | void rlEnableTextureCubemap(unsigned int id) |
rl.gl.disableTextureCubemap() void | void rlDisableTextureCubemap(void) |
rl.gl.textureParameters(id: u32, param: i32, value: i32) void | void rlTextureParameters(unsigned int id, int param, int value) |
rl.gl.cubemapParameters(id: u32, param: i32, value: i32) void | void rlCubemapParameters(unsigned int id, int param, int value) |
rl.gl.enableShader(id: u32) void | void rlEnableShader(unsigned int id) |
rl.gl.disableShader() void | void rlDisableShader(void) |
rl.gl.enableFramebuffer(id: u32) void | void rlEnableFramebuffer(unsigned int id) |
rl.gl.disableFramebuffer() void | void rlDisableFramebuffer(void) |
rl.gl.getActiveFramebuffer() u32 | unsigned int rlGetActiveFramebuffer(void) |
rl.gl.activeDrawBuffers(count: i32) void | void rlActiveDrawBuffers(int count) |
rl.gl.blitFramebuffer(srcX: i32, srcY: i32, srcWidth: i32, srcHeight: i32, dstX: i32, dstY: i32, dstWidth: i32, dstHeight: i32, bufferMask: i32) void | void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask) |
rl.gl.bindFramebuffer(target: u32, framebuffer: u32) void | void rlBindFramebuffer(unsigned int target, unsigned int framebuffer) |
rl.gl.enableColorBlend() void | void rlEnableColorBlend(void) |
rl.gl.disableColorBlend() void | void rlDisableColorBlend(void) |
rl.gl.enableDepthTest() void | void rlEnableDepthTest(void) |
rl.gl.disableDepthTest() void | void rlDisableDepthTest(void) |
rl.gl.enableDepthMask() void | void rlEnableDepthMask(void) |
rl.gl.disableDepthMask() void | void rlDisableDepthMask(void) |
rl.gl.enableBackfaceCulling() void | void rlEnableBackfaceCulling(void) |
rl.gl.disableBackfaceCulling() void | void rlDisableBackfaceCulling(void) |
rl.gl.colorMask(r: bool, g: bool, b: bool, a: bool) void | void rlColorMask(bool r, bool g, bool b, bool a) |
rl.gl.setCullFace(mode: i32) void | void rlSetCullFace(int mode) |
rl.gl.enableScissorTest() void | void rlEnableScissorTest(void) |
rl.gl.disableScissorTest() void | void rlDisableScissorTest(void) |
rl.gl.scissor(x: i32, y: i32, width: i32, height: i32) void | void rlScissor(int x, int y, int width, int height) |
rl.gl.enablePointMode() void | void rlEnablePointMode(void) |
rl.gl.disablePointMode() void | void rlDisablePointMode(void) |
rl.gl.setPointSize(size: f32) void | void rlSetPointSize(float size) |
rl.gl.getPointSize() f32 | float rlGetPointSize(void) |
rl.gl.enableWireMode() void | void rlEnableWireMode(void) |
rl.gl.disableWireMode() void | void rlDisableWireMode(void) |
rl.gl.setLineWidth(width: f32) void | void rlSetLineWidth(float width) |
rl.gl.getLineWidth() f32 | float rlGetLineWidth(void) |
rl.gl.enableSmoothLines() void | void rlEnableSmoothLines(void) |
rl.gl.disableSmoothLines() void | void rlDisableSmoothLines(void) |
rl.gl.enableStereoRender() void | void rlEnableStereoRender(void) |
rl.gl.disableStereoRender() void | void rlDisableStereoRender(void) |
rl.gl.isStereoRenderEnabled() bool | bool rlIsStereoRenderEnabled(void) |
rl.gl.clearColor(r: u8, g: u8, b: u8, a: u8) void | void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a) |
rl.gl.clearScreenBuffers() void | void rlClearScreenBuffers(void) |
rl.gl.checkErrors() void | void rlCheckErrors(void) |
rl.gl.setBlendMode(mode: i32) void | void rlSetBlendMode(int mode) |
rl.gl.setBlendFactors(glSrcFactor: i32, glDstFactor: i32, glEquation: i32) void | void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation) |
rl.gl.setBlendFactorsSeparate(glSrcRGB: i32, glDstRGB: i32, glSrcAlpha: i32, glDstAlpha: i32, glEqRGB: i32, glEqAlpha: i32) void | void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha) |
rl.gl.init(width: i32, height: i32) void | void rlglInit(int width, int height) |
rl.gl.close() void | void rlglClose(void) |
rl.gl.loadExtensions(loader: ?*anyopaque) void | void rlLoadExtensions(void *loader) |
rl.gl.getProcAddress(procName: [:0]const u8) ?*anyopaque | void *rlGetProcAddress(const char *procName) |
rl.gl.getVersion() i32 | int rlGetVersion(void) |
rl.gl.setFramebufferWidth(width: i32) void | void rlSetFramebufferWidth(int width) |
rl.gl.getFramebufferWidth() i32 | int rlGetFramebufferWidth(void) |
rl.gl.setFramebufferHeight(height: i32) void | void rlSetFramebufferHeight(int height) |
rl.gl.getFramebufferHeight() i32 | int rlGetFramebufferHeight(void) |
rl.gl.getTextureIdDefault() u32 | unsigned int rlGetTextureIdDefault(void) |
rl.gl.getShaderIdDefault() u32 | unsigned int rlGetShaderIdDefault(void) |
rl.gl.getShaderLocsDefault() [*]i32 | int *rlGetShaderLocsDefault(void) |
rl.gl.loadRenderBatch(numBuffers: i32, bufferElements: i32) RenderBatch | rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) |
rl.gl.unloadRenderBatch(batch: RenderBatch) void | void rlUnloadRenderBatch(rlRenderBatch batch) |
rl.gl.drawRenderBatch(batch: *RenderBatch) void | void rlDrawRenderBatch(rlRenderBatch *batch) |
rl.gl.setRenderBatchActive(batch: ?*RenderBatch) void | void rlSetRenderBatchActive(rlRenderBatch *batch) |
rl.gl.drawRenderBatchActive() void | void rlDrawRenderBatchActive(void) |
rl.gl.checkRenderBatchLimit(vCount: i32) bool | bool rlCheckRenderBatchLimit(int vCount) |
rl.gl.setTexture(id: u32) void | void rlSetTexture(unsigned int id) |
rl.gl.loadVertexArray() u32 | unsigned int rlLoadVertexArray(void) |
rl.gl.loadVertexBuffer(buffer: []const u8, dynamic: bool) u32 | unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic) |
rl.gl.loadVertexBufferElement(buffer: []const u8, dynamic: bool) u32 | unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic) |
rl.gl.updateVertexBuffer(bufferId: u32, data: []const u8, offset: i32) void | void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset) |
rl.gl.updateVertexBufferElements(id: u32, data: []const u8, offset: i32) void | void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset) |
rl.gl.unloadVertexArray(vaoId: u32) void | void rlUnloadVertexArray(unsigned int vaoId) |
rl.gl.unloadVertexBuffer(vboId: u32) void | void rlUnloadVertexBuffer(unsigned int vboId) |
rl.gl.setVertexAttribute(index: u32, compSize: i32, @"type": i32, normalized: bool, stride: i32, offset: i32) void | void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset) |
rl.gl.setVertexAttributeDivisor(index: u32, divisor: i32) void | void rlSetVertexAttributeDivisor(unsigned int index, int divisor) |
rl.gl.setVertexAttributeDefault(locIndex: i32, value: ?*const anyopaque, attribType: i32, count: i32) void | void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count) |
rl.gl.drawVertexArray(offset: i32, count: i32) void | void rlDrawVertexArray(int offset, int count) |
rl.gl.drawVertexArrayElements(offset: i32, count: i32, buffer: ?*const anyopaque) void | void rlDrawVertexArrayElements(int offset, int count, const void *buffer) |
rl.gl.drawVertexArrayInstanced(offset: i32, count: i32, instances: i32) void | void rlDrawVertexArrayInstanced(int offset, int count, int instances) |
rl.gl.drawVertexArrayElementsInstanced(offset: i32, count: i32, buffer: ?*const anyopaque, instances: i32) void | void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances) |
rl.gl.loadTexture(data: ?*const anyopaque, width: i32, height: i32, format: i32, mipmapCount: i32) u32 | unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount) |
rl.gl.loadTextureDepth(width: i32, height: i32, useRenderBuffer: bool) u32 | unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer) |
rl.gl.loadTextureCubemap(data: ?*const anyopaque, size: i32, format: i32, mipmapCount: i32) u32 | unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount) |
rl.gl.updateTexture(id: u32, offsetX: i32, offsetY: i32, width: i32, height: i32, format: i32, data: ?*const anyopaque) void | void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data) |
rl.gl.getGlTextureFormats(format: i32, glInternalFormat: *c_uint, glFormat: *c_uint, glType: *c_uint) void | void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType) |
rl.gl.getPixelFormatName(format: u32) [:0]const u8 | const char *rlGetPixelFormatName(unsigned int format) |
rl.gl.unloadTexture(id: u32) void | void rlUnloadTexture(unsigned int id) |
rl.gl.genTextureMipmaps(id: u32, width: i32, height: i32, format: i32, mipmaps: *c_int) void | void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps) |
rl.gl.readTexturePixels(id: u32, width: i32, height: i32, format: i32) ?*anyopaque | void *rlReadTexturePixels(unsigned int id, int width, int height, int format) |
rl.gl.readScreenPixels(width: i32, height: i32) ?[]u8 | unsigned char *rlReadScreenPixels(int width, int height) |
rl.gl.loadFramebuffer() u32 | unsigned int rlLoadFramebuffer(void) |
rl.gl.framebufferAttach(id: u32, texId: u32, attachType: i32, texType: i32, mipLevel: i32) void | void rlFramebufferAttach(unsigned int id, unsigned int texId, int attachType, int texType, int mipLevel) |
rl.gl.framebufferComplete(id: u32) bool | bool rlFramebufferComplete(unsigned int id) |
rl.gl.unloadFramebuffer(id: u32) void | void rlUnloadFramebuffer(unsigned int id) |
rl.gl.copyFramebuffer(x: i32, y: i32, width: i32, height: i32, format: i32, pixels: ?*anyopaque) void | void rlCopyFramebuffer(int x, int y, int width, int height, int format, void *pixels) |
rl.gl.resizeFramebuffer(width: i32, height: i32) void | void rlResizeFramebuffer(int width, int height) |
rl.gl.loadShader(code: [:0]const u8, @"type": i32) u32 | unsigned int rlLoadShader(const char *code, int type) |
rl.gl.loadShaderProgram(vsCode: [:0]const u8, fsCode: [:0]const u8) u32 | unsigned int rlLoadShaderProgram(const char *vsCode, const char *fsCode) |
rl.gl.loadShaderProgramEx(vsId: u32, fsId: u32) u32 | unsigned int rlLoadShaderProgramEx(unsigned int vsId, unsigned int fsId) |
rl.gl.loadShaderProgramCompute(csId: u32) u32 | unsigned int rlLoadShaderProgramCompute(unsigned int csId) |
rl.gl.unloadShader(id: u32) void | void rlUnloadShader(unsigned int id) |
rl.gl.unloadShaderProgram(id: u32) void | void rlUnloadShaderProgram(unsigned int id) |
rl.gl.getLocationUniform(id: u32, uniformName: [:0]const u8) i32 | int rlGetLocationUniform(unsigned int id, const char *uniformName) |
rl.gl.getLocationAttrib(id: u32, attribName: [:0]const u8) i32 | int rlGetLocationAttrib(unsigned int id, const char *attribName) |
rl.gl.setUniform(locIndex: i32, value: ?*const anyopaque, uniformType: i32, count: i32) void | void rlSetUniform(int locIndex, const void *value, int uniformType, int count) |
rl.gl.setUniformMatrix(locIndex: i32, mat: Matrix) void | void rlSetUniformMatrix(int locIndex, Matrix mat) |
rl.gl.setUniformMatrices(locIndex: i32, mat: []const Matrix) void | void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count) |
rl.gl.setUniformSampler(locIndex: i32, textureId: u32) void | void rlSetUniformSampler(int locIndex, unsigned int textureId) |
rl.gl.setShader(id: u32, locs: [*]i32) void | void rlSetShader(unsigned int id, int *locs) |
rl.gl.computeShaderDispatch(groupX: u32, groupY: u32, groupZ: u32) void | void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ) |
rl.gl.loadShaderBuffer(size: u32, data: ?*const anyopaque, usageHint: i32) u32 | unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint) |
rl.gl.unloadShaderBuffer(ssboId: u32) void | void rlUnloadShaderBuffer(unsigned int ssboId) |
rl.gl.updateShaderBuffer(id: u32, data: []const u8, offset: u32) void | void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset) |
rl.gl.bindShaderBuffer(id: u32, index: u32) void | void rlBindShaderBuffer(unsigned int id, unsigned int index) |
rl.gl.readShaderBuffer(id: u32, dest: ?*anyopaque, count: u32, offset: u32) void | void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset) |
rl.gl.copyShaderBuffer(destId: u32, srcId: u32, destOffset: u32, srcOffset: u32, count: u32) void | void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count) |
rl.gl.getShaderBufferSize(id: u32) u32 | unsigned int rlGetShaderBufferSize(unsigned int id) |
rl.gl.bindImageTexture(id: u32, index: u32, format: i32, readonly: bool) void | void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly) |
rl.gl.getMatrixModelview() Matrix | Matrix rlGetMatrixModelview(void) |
rl.gl.getMatrixProjection() Matrix | Matrix rlGetMatrixProjection(void) |
rl.gl.getMatrixTransform() Matrix | Matrix rlGetMatrixTransform(void) |
rl.gl.getMatrixProjectionStereo(eye: i32) Matrix | Matrix rlGetMatrixProjectionStereo(int eye) |
rl.gl.getMatrixViewOffsetStereo(eye: i32) Matrix | Matrix rlGetMatrixViewOffsetStereo(int eye) |
rl.gl.setMatrixProjection(proj: Matrix) void | void rlSetMatrixProjection(Matrix proj) |
rl.gl.setMatrixModelview(view: Matrix) void | void rlSetMatrixModelview(Matrix view) |
rl.gl.setMatrixProjectionStereo(right: Matrix, left: Matrix) void | void rlSetMatrixProjectionStereo(Matrix right, Matrix left) |
rl.gl.setMatrixViewOffsetStereo(right: Matrix, left: Matrix) void | void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left) |
rl.gl.loadDrawCube() void | void rlLoadDrawCube(void) |
rl.gl.loadDrawQuad() void | void rlLoadDrawQuad(void) |