WIP on shaders and textures

Moved functions: LoadShader(), UnloadShader()
Add support for PVR textures compressed/uncompressed
WIP: Detect available extensions for compressed textures
This commit is contained in:
raysan5
2015-04-13 20:15:28 +02:00
parent a632a04a30
commit 7d2318c167
5 changed files with 189 additions and 14 deletions

View File

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