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WIP on shaders and textures
Moved functions: LoadShader(), UnloadShader() Add support for PVR textures compressed/uncompressed WIP: Detect available extensions for compressed textures
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@@ -338,6 +338,8 @@ typedef enum {
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COMPRESSED_ETC1_RGB, // 4 bpp
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COMPRESSED_ETC2_RGB, // 4 bpp
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COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
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COMPRESSED_PVRT_RGB, // 4 bpp
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COMPRESSED_PVRT_RGBA, // 4 bpp
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/*COMPRESSED_ASTC_RGBA_4x4*/ // 8 bpp
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} TextureFormat;
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@@ -543,6 +545,7 @@ void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size,
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader (vertex shader + fragment shader)
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);
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bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2);
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