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RENAMED: Some Rectangle parameters with more descriptive names
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12
src/raylib.h
12
src/raylib.h
@@ -1267,7 +1267,7 @@ RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, f
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// Set texture and rectangle to be used on shapes drawing
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// NOTE: It can be useful when using basic shapes and one single font,
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// defining a font char white rectangle would allow drawing everything in a single draw call
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RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
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RLAPI void SetShapesTexture(Texture2D texture, Rectangle rec); // Set texture and rectangle to be used on shapes drawing
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RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
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RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
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@@ -1462,9 +1462,9 @@ RLAPI void SetTextureWrap(Texture2D texture, int wrap);
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RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
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RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
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RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
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RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
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RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a texture (or part of it) that stretches or shrinks nicely
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RLAPI void DrawTextureRec(Texture2D texture, Rectangle rec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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RLAPI void DrawTexturePro(Texture2D texture, Rectangle srcrec, Rectangle dstrec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a source rectangle to destination rectangle, with scaling and rotation
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RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dstrec, Vector2 origin, float rotation, Color tint); // Draw a texture (or part of it) that stretches or shrinks nicely
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// Color/pixel related functions
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RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
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@@ -1605,8 +1605,8 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
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RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle rec, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by rectangle
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RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle rec, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source rectangle with scaling and rotation
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// Mesh management functions
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RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
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