* gate with OPENGL_11 prototype and definition for rlSetPointSize and rlGetPointSize
* gate with OPENGL_11 prototype and definition for rlSetPointSize and rlGetPointSize
* more coverage for fixing expected texcoords, normals, and colors
* fix guard styling
* fix guard issue, and remove fallback unneccessary else clause (default shader ill work)
* opengl3.3 and es2 need the color array allocated in order to allow for updates later (unlike opengl11)
Currently, scaling doesn't work correctly on macOS (see #5185). This commit
works around this issue by disabling SCALE_FRAMEBUFFER on macOS when
`FLAG_WINDOW_HIGHDPI` is unset.
* fix definition to use SDL3
* [cmake] fix definition to use SDL3
* [build][cmake] prefer USING_VERSION_SDL3 over PLATFORM_DESKTOP_SDL3
* [build][cmake] when libs are added externally, consumer needs to import them too
The following code would crash the previous version when calling MemFree:
// 53 * A
const char maliciousBase64Input[] = "AAAAAAAAAAAAAAAAAAAAAAAA"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAA";
int decodedSize = 0;
unsigned char *decodedData = DecodeDataBase64(
maliciousBase64Input, &decodedSize);
if (decodedData) {
MemFree(decodedData);
}
The reason is a lack of array bound checks in the decoding loop, which
corrupted here the heap (though this is platform dependent).
Adding the bound checks here prevents the memory corruption.
Tested with encoding random data of sizes 0-1023 and comparing it
with the decoded result.
* add const qualifier to the first arg of TextJoin
* Update raylib_api.* by CI
* Update raylib.h
---------
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Ray <raysan5@gmail.com>
This redesign is a big improvement on font loading time and memory requirements. It only loads glyphs available on font from requested codepoints and only processes those glyphs for packaging. When processing +10K codepoints (CJK), the loading time improves considerably.
Previously stated it was the near plane width in orthographic, in actuality it's the height. The wording has been fixed, with added clarity that it's in world units so no conversion is needed.