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Remove old postprocessing system
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@@ -267,7 +267,6 @@ void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from
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void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
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void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
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int rlGetVersion(void); // Returns current OpenGL version
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void rlEnablePostproFBO(void); // Enable rendering to postprocessing FBO
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//------------------------------------------------------------------------------------
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// Functions Declaration - rlgl functionality
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@@ -285,9 +284,6 @@ void rlglGenerateMipmaps(Texture2D texture); // Gene
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// NOTE: There is a set of shader related functions that are available to end user,
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// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
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void rlglInitPostpro(void); // Initialize postprocessing system
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void rlglDrawPostpro(void); // Draw with postprocessing shader
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Model rlglLoadModel(Mesh mesh); // Upload vertex data into GPU and provided VAO/VBO ids
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void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires);
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@@ -309,11 +305,9 @@ void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
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void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
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void SetDefaultShader(void); // Set default shader to be used in batch draw
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void SetModelShader(Model *model, Shader shader); // Link a shader to a model
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bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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