Renamed some functions

- Renamed Begin3dMode() --> BeginMode3D()
- Renamed Begin2dMode() --> BeginMode2D()
- Renamed End3dMode() --> EndMode3D()
- Renamed End2dMode() --> EndMode2D()
This commit is contained in:
Ray San
2018-05-04 16:54:05 +02:00
parent 6324697ffd
commit 6045062a05
27 changed files with 60 additions and 60 deletions

View File

@@ -117,7 +117,7 @@
#include <stdlib.h> // Required for: malloc(), free(), rand(), atexit()
#include <stdint.h> // Required for: typedef unsigned long long int uint64_t, used by hi-res timer
#include <time.h> // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!)
#include <math.h> // Required for: tan() [Used in Begin3dMode() to set perspective]
#include <math.h> // Required for: tan() [Used in BeginMode3D() to set perspective]
#include <string.h> // Required for: strrchr(), strcmp()
//#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
#include <ctype.h> // Required for: tolower() [Used in IsFileExtension()]
@@ -888,7 +888,7 @@ void EndDrawing(void)
}
// Initialize 2D mode with custom camera (2D)
void Begin2dMode(Camera2D camera)
void BeginMode2D(Camera2D camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
@@ -906,7 +906,7 @@ void Begin2dMode(Camera2D camera)
}
// Ends 2D mode with custom camera
void End2dMode(void)
void EndMode2D(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
@@ -914,7 +914,7 @@ void End2dMode(void)
}
// Initializes 3D mode with custom camera (3D)
void Begin3dMode(Camera camera)
void BeginMode3D(Camera3D camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
@@ -954,7 +954,7 @@ void Begin3dMode(Camera camera)
}
// Ends 3D mode and returns to default 2D orthographic mode
void End3dMode(void)
void EndMode3D(void)
{
rlglDraw(); // Process internal buffers (update + draw)
@@ -2912,7 +2912,7 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlClearScreenBuffers(); // Clear screen buffers (color and depth)
// Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode())
// Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D())
// NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor,
// for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported)
screenWidth = width;