raylib-bindings 0.7.18-aarch64-linux → 0.8.1-aarch64-linux

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
data/lib/raymath.rb CHANGED
@@ -773,6 +773,13 @@ module Raylib
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  # @return [Matrix]
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  [:MatrixMultiply, :MatrixMultiply, [Matrix.by_value, Matrix.by_value], Matrix.by_value],
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+ # @!method MatrixMultiplyValue(left, value)
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+ # MatrixMultiplyValue
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+ # @param left [Matrix]
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+ # @param value [float]
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+ # @return [Matrix]
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+ [:MatrixMultiplyValue, :MatrixMultiplyValue, [Matrix.by_value, :float], Matrix.by_value],
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+
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  # @!method MatrixTranslate(x, y, z)
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  # MatrixTranslate
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  # @param x [float]
data/lib/rlgl.rb CHANGED
@@ -11,86 +11,88 @@ module Raylib
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  # Define/Macro
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- RLGL_VERSION = "5.0"
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+ RLGL_VERSION = "6.0"
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  RL_DEFAULT_BATCH_BUFFER_ELEMENTS = 8192
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- RL_TEXTURE_WRAP_S = 0x2802 # GL_TEXTURE_WRAP_S
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- RL_TEXTURE_WRAP_T = 0x2803 # GL_TEXTURE_WRAP_T
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- RL_TEXTURE_MAG_FILTER = 0x2800 # GL_TEXTURE_MAG_FILTER
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- RL_TEXTURE_MIN_FILTER = 0x2801 # GL_TEXTURE_MIN_FILTER
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- RL_TEXTURE_FILTER_NEAREST = 0x2600 # GL_NEAREST
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- RL_TEXTURE_FILTER_LINEAR = 0x2601 # GL_LINEAR
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- RL_TEXTURE_FILTER_MIP_NEAREST = 0x2700 # GL_NEAREST_MIPMAP_NEAREST
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- RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702 # GL_NEAREST_MIPMAP_LINEAR
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- RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701 # GL_LINEAR_MIPMAP_NEAREST
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- RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703 # GL_LINEAR_MIPMAP_LINEAR
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- RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000 # Anisotropic filter (custom identifier)
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- RL_TEXTURE_MIPMAP_BIAS_RATIO = 0x4000 # Texture mipmap bias, percentage ratio (custom identifier)
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- RL_TEXTURE_WRAP_REPEAT = 0x2901 # GL_REPEAT
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- RL_TEXTURE_WRAP_CLAMP = 0x812F # GL_CLAMP_TO_EDGE
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- RL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370 # GL_MIRRORED_REPEAT
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- RL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742 # GL_MIRROR_CLAMP_EXT
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- RL_MODELVIEW = 0x1700 # GL_MODELVIEW
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- RL_PROJECTION = 0x1701 # GL_PROJECTION
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- RL_TEXTURE = 0x1702 # GL_TEXTURE
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- RL_LINES = 0x0001 # GL_LINES
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- RL_TRIANGLES = 0x0004 # GL_TRIANGLES
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- RL_QUADS = 0x0007 # GL_QUADS
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- RL_UNSIGNED_BYTE = 0x1401 # GL_UNSIGNED_BYTE
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- RL_FLOAT = 0x1406 # GL_FLOAT
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- RL_STREAM_DRAW = 0x88E0 # GL_STREAM_DRAW
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- RL_STREAM_READ = 0x88E1 # GL_STREAM_READ
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- RL_STREAM_COPY = 0x88E2 # GL_STREAM_COPY
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- RL_STATIC_DRAW = 0x88E4 # GL_STATIC_DRAW
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- RL_STATIC_READ = 0x88E5 # GL_STATIC_READ
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- RL_STATIC_COPY = 0x88E6 # GL_STATIC_COPY
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- RL_DYNAMIC_DRAW = 0x88E8 # GL_DYNAMIC_DRAW
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- RL_DYNAMIC_READ = 0x88E9 # GL_DYNAMIC_READ
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- RL_DYNAMIC_COPY = 0x88EA # GL_DYNAMIC_COPY
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- RL_FRAGMENT_SHADER = 0x8B30 # GL_FRAGMENT_SHADER
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- RL_VERTEX_SHADER = 0x8B31 # GL_VERTEX_SHADER
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- RL_COMPUTE_SHADER = 0x91B9 # GL_COMPUTE_SHADER
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- RL_ZERO = 0 # GL_ZERO
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- RL_ONE = 1 # GL_ONE
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- RL_SRC_COLOR = 0x0300 # GL_SRC_COLOR
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- RL_ONE_MINUS_SRC_COLOR = 0x0301 # GL_ONE_MINUS_SRC_COLOR
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- RL_SRC_ALPHA = 0x0302 # GL_SRC_ALPHA
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- RL_ONE_MINUS_SRC_ALPHA = 0x0303 # GL_ONE_MINUS_SRC_ALPHA
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- RL_DST_ALPHA = 0x0304 # GL_DST_ALPHA
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- RL_ONE_MINUS_DST_ALPHA = 0x0305 # GL_ONE_MINUS_DST_ALPHA
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- RL_DST_COLOR = 0x0306 # GL_DST_COLOR
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- RL_ONE_MINUS_DST_COLOR = 0x0307 # GL_ONE_MINUS_DST_COLOR
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- RL_SRC_ALPHA_SATURATE = 0x0308 # GL_SRC_ALPHA_SATURATE
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- RL_CONSTANT_COLOR = 0x8001 # GL_CONSTANT_COLOR
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- RL_ONE_MINUS_CONSTANT_COLOR = 0x8002 # GL_ONE_MINUS_CONSTANT_COLOR
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- RL_CONSTANT_ALPHA = 0x8003 # GL_CONSTANT_ALPHA
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- RL_ONE_MINUS_CONSTANT_ALPHA = 0x8004 # GL_ONE_MINUS_CONSTANT_ALPHA
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- RL_FUNC_ADD = 0x8006 # GL_FUNC_ADD
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- RL_MIN = 0x8007 # GL_MIN
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- RL_MAX = 0x8008 # GL_MAX
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- RL_FUNC_SUBTRACT = 0x800A # GL_FUNC_SUBTRACT
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- RL_FUNC_REVERSE_SUBTRACT = 0x800B # GL_FUNC_REVERSE_SUBTRACT
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- RL_BLEND_EQUATION = 0x8009 # GL_BLEND_EQUATION
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- RL_BLEND_EQUATION_RGB = 0x8009 # GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
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- RL_BLEND_EQUATION_ALPHA = 0x883D # GL_BLEND_EQUATION_ALPHA
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- RL_BLEND_DST_RGB = 0x80C8 # GL_BLEND_DST_RGB
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- RL_BLEND_SRC_RGB = 0x80C9 # GL_BLEND_SRC_RGB
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- RL_BLEND_DST_ALPHA = 0x80CA # GL_BLEND_DST_ALPHA
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- RL_BLEND_SRC_ALPHA = 0x80CB # GL_BLEND_SRC_ALPHA
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- RL_BLEND_COLOR = 0x8005 # GL_BLEND_COLOR
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- RL_READ_FRAMEBUFFER = 0x8CA8 # GL_READ_FRAMEBUFFER
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- RL_DRAW_FRAMEBUFFER = 0x8CA9 # GL_DRAW_FRAMEBUFFER
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+ RL_TEXTURE_WRAP_S = 0x2802 # GL_TEXTURE_WRAP_S
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+ RL_TEXTURE_WRAP_T = 0x2803 # GL_TEXTURE_WRAP_T
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+ RL_TEXTURE_MAG_FILTER = 0x2800 # GL_TEXTURE_MAG_FILTER
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+ RL_TEXTURE_MIN_FILTER = 0x2801 # GL_TEXTURE_MIN_FILTER
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+ RL_TEXTURE_FILTER_NEAREST = 0x2600 # GL_NEAREST
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+ RL_TEXTURE_FILTER_LINEAR = 0x2601 # GL_LINEAR
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+ RL_TEXTURE_FILTER_MIP_NEAREST = 0x2700 # GL_NEAREST_MIPMAP_NEAREST
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+ RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702 # GL_NEAREST_MIPMAP_LINEAR
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+ RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701 # GL_LINEAR_MIPMAP_NEAREST
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+ RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703 # GL_LINEAR_MIPMAP_LINEAR
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+ RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000 # Anisotropic filter (custom identifier)
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+ RL_TEXTURE_MIPMAP_BIAS_RATIO = 0x4000 # Texture mipmap bias, percentage ratio (custom identifier)
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+ RL_TEXTURE_WRAP_REPEAT = 0x2901 # GL_REPEAT
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+ RL_TEXTURE_WRAP_CLAMP = 0x812F # GL_CLAMP_TO_EDGE
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+ RL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370 # GL_MIRRORED_REPEAT
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+ RL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742 # GL_MIRROR_CLAMP_EXT
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+ RL_MODELVIEW = 0x1700 # GL_MODELVIEW
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+ RL_PROJECTION = 0x1701 # GL_PROJECTION
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+ RL_TEXTURE = 0x1702 # GL_TEXTURE
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+ RL_LINES = 0x0001 # GL_LINES
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+ RL_TRIANGLES = 0x0004 # GL_TRIANGLES
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+ RL_QUADS = 0x0007 # GL_QUADS
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+ RL_UNSIGNED_BYTE = 0x1401 # GL_UNSIGNED_BYTE
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+ RL_FLOAT = 0x1406 # GL_FLOAT
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+ RL_STREAM_DRAW = 0x88E0 # GL_STREAM_DRAW
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+ RL_STREAM_READ = 0x88E1 # GL_STREAM_READ
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+ RL_STREAM_COPY = 0x88E2 # GL_STREAM_COPY
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+ RL_STATIC_DRAW = 0x88E4 # GL_STATIC_DRAW
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+ RL_STATIC_READ = 0x88E5 # GL_STATIC_READ
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+ RL_STATIC_COPY = 0x88E6 # GL_STATIC_COPY
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+ RL_DYNAMIC_DRAW = 0x88E8 # GL_DYNAMIC_DRAW
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+ RL_DYNAMIC_READ = 0x88E9 # GL_DYNAMIC_READ
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+ RL_DYNAMIC_COPY = 0x88EA # GL_DYNAMIC_COPY
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+ RL_FRAGMENT_SHADER = 0x8B30 # GL_FRAGMENT_SHADER
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+ RL_VERTEX_SHADER = 0x8B31 # GL_VERTEX_SHADER
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+ RL_COMPUTE_SHADER = 0x91B9 # GL_COMPUTE_SHADER
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+ RL_ZERO = 0 # GL_ZERO
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+ RL_ONE = 1 # GL_ONE
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+ RL_SRC_COLOR = 0x0300 # GL_SRC_COLOR
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+ RL_ONE_MINUS_SRC_COLOR = 0x0301 # GL_ONE_MINUS_SRC_COLOR
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+ RL_SRC_ALPHA = 0x0302 # GL_SRC_ALPHA
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+ RL_ONE_MINUS_SRC_ALPHA = 0x0303 # GL_ONE_MINUS_SRC_ALPHA
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+ RL_DST_ALPHA = 0x0304 # GL_DST_ALPHA
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+ RL_ONE_MINUS_DST_ALPHA = 0x0305 # GL_ONE_MINUS_DST_ALPHA
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+ RL_DST_COLOR = 0x0306 # GL_DST_COLOR
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+ RL_ONE_MINUS_DST_COLOR = 0x0307 # GL_ONE_MINUS_DST_COLOR
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+ RL_SRC_ALPHA_SATURATE = 0x0308 # GL_SRC_ALPHA_SATURATE
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+ RL_CONSTANT_COLOR = 0x8001 # GL_CONSTANT_COLOR
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+ RL_ONE_MINUS_CONSTANT_COLOR = 0x8002 # GL_ONE_MINUS_CONSTANT_COLOR
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+ RL_CONSTANT_ALPHA = 0x8003 # GL_CONSTANT_ALPHA
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+ RL_ONE_MINUS_CONSTANT_ALPHA = 0x8004 # GL_ONE_MINUS_CONSTANT_ALPHA
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+ RL_FUNC_ADD = 0x8006 # GL_FUNC_ADD
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+ RL_MIN = 0x8007 # GL_MIN
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+ RL_MAX = 0x8008 # GL_MAX
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+ RL_FUNC_SUBTRACT = 0x800A # GL_FUNC_SUBTRACT
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+ RL_FUNC_REVERSE_SUBTRACT = 0x800B # GL_FUNC_REVERSE_SUBTRACT
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+ RL_BLEND_EQUATION = 0x8009 # GL_BLEND_EQUATION
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+ RL_BLEND_EQUATION_RGB = 0x8009 # GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
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+ RL_BLEND_EQUATION_ALPHA = 0x883D # GL_BLEND_EQUATION_ALPHA
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+ RL_BLEND_DST_RGB = 0x80C8 # GL_BLEND_DST_RGB
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+ RL_BLEND_SRC_RGB = 0x80C9 # GL_BLEND_SRC_RGB
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+ RL_BLEND_DST_ALPHA = 0x80CA # GL_BLEND_DST_ALPHA
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+ RL_BLEND_SRC_ALPHA = 0x80CB # GL_BLEND_SRC_ALPHA
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+ RL_BLEND_COLOR = 0x8005 # GL_BLEND_COLOR
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+ RL_READ_FRAMEBUFFER = 0x8CA8 # GL_READ_FRAMEBUFFER
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+ RL_DRAW_FRAMEBUFFER = 0x8CA9 # GL_DRAW_FRAMEBUFFER
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+ RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES = 7
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+ RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM = 9
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  # Enum
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  # enum rlGlVersion
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  # OpenGL version
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- RL_OPENGL_11_SOFTWARE = 0 # Software rendering
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- RL_OPENGL_11 = 1 # OpenGL 1.1
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- RL_OPENGL_21 = 2 # OpenGL 2.1 (GLSL 120)
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- RL_OPENGL_33 = 3 # OpenGL 3.3 (GLSL 330)
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- RL_OPENGL_43 = 4 # OpenGL 4.3 (using GLSL 330)
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- RL_OPENGL_ES_20 = 5 # OpenGL ES 2.0 (GLSL 100)
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- RL_OPENGL_ES_30 = 6 # OpenGL ES 3.0 (GLSL 300 es)
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+ RL_OPENGL_SOFTWARE = 0 # Software rendering
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+ RL_OPENGL_11 = 1 # OpenGL 1.1
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+ RL_OPENGL_21 = 2 # OpenGL 2.1 (GLSL 120)
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+ RL_OPENGL_33 = 3 # OpenGL 3.3 (GLSL 330)
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+ RL_OPENGL_43 = 4 # OpenGL 4.3 (using GLSL 330)
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+ RL_OPENGL_ES_20 = 5 # OpenGL ES 2.0 (GLSL 100)
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+ RL_OPENGL_ES_30 = 6 # OpenGL ES 3.0 (GLSL 300 es)
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  # enum rlTraceLogLevel
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  # Trace log level
@@ -132,7 +134,7 @@ module Raylib
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  # enum rlTextureFilter
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  # Texture parameters: filter mode
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- RL_TEXTURE_FILTER_POINT = 0 # No filter, just pixel approximation
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+ RL_TEXTURE_FILTER_POINT = 0 # No filter, pixel approximation
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  RL_TEXTURE_FILTER_BILINEAR = 1 # Linear filtering
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  RL_TEXTURE_FILTER_TRILINEAR = 2 # Trilinear filtering (linear with mipmaps)
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  RL_TEXTURE_FILTER_ANISOTROPIC_4X = 3 # Anisotropic filtering 4x
@@ -251,11 +253,11 @@ module Raylib
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  # Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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  class RlVertexBuffer < FFI::Struct
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  layout(
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- :elementCount, :int, # Number of elements in the buffer (QUADS)
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- :vertices, :pointer, # Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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- :texcoords, :pointer, # Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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+ :elementCount, :int,
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+ :vertices, :pointer,
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+ :texcoords, :pointer,
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  :normals, :pointer, # Vertex normal (XYZ - 3 components per vertex) (shader-location = 2)
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- :colors, :pointer, # Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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+ :colors, :pointer,
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  :indices, :pointer, # Vertex indices (in case vertex data comes indexed) (6 indices per quad)
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  :vaoId, :uint, # OpenGL Vertex Array Object id
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  :vboId, [:uint, 5], # OpenGL Vertex Buffer Objects id (5 types of vertex data)
@@ -1150,9 +1152,9 @@ module Raylib
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  # @return [unsigned int]
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  [:rlLoadFramebuffer, :rlLoadFramebuffer, [], :uint],
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- # @!method rlFramebufferAttach(fboId, texId, attachType, texType, mipLevel)
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+ # @!method rlFramebufferAttach(id, texId, attachType, texType, mipLevel)
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  # rlFramebufferAttach : Attach texture/renderbuffer to a framebuffer
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- # @param fboId [unsigned int]
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+ # @param id [unsigned int]
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  # @param texId [unsigned int]
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  # @param attachType [int]
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  # @param texType [int]
@@ -1190,26 +1192,38 @@ module Raylib
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  # @return [void]
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  [:rlResizeFramebuffer, :rlResizeFramebuffer, [:int, :int], :void],
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- # @!method rlLoadShaderCode(vsCode, fsCode)
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- # rlLoadShaderCode : Load shader from code strings
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+ # @!method rlLoadShader(code, type)
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+ # rlLoadShader : Load (compile) shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
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+ # @param code [const char *]
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+ # @param type [int]
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+ # @return [unsigned int]
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+ [:rlLoadShader, :rlLoadShader, [:pointer, :int], :uint],
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+
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+ # @!method rlLoadShaderProgram(vsCode, fsCode)
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+ # rlLoadShaderProgram : Load shader from code strings
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  # @param vsCode [const char *]
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  # @param fsCode [const char *]
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  # @return [unsigned int]
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- [:rlLoadShaderCode, :rlLoadShaderCode, [:pointer, :pointer], :uint],
1207
+ [:rlLoadShaderProgram, :rlLoadShaderProgram, [:pointer, :pointer], :uint],
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1200
- # @!method rlCompileShader(shaderCode, type)
1201
- # rlCompileShader : Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
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- # @param shaderCode [const char *]
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- # @param type [int]
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+ # @!method rlLoadShaderProgramEx(vsId, fsId)
1210
+ # rlLoadShaderProgramEx : Load shader program, using already loaded shader ids
1211
+ # @param vsId [unsigned int]
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+ # @param fsId [unsigned int]
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1213
  # @return [unsigned int]
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- [:rlCompileShader, :rlCompileShader, [:pointer, :int], :uint],
1214
+ [:rlLoadShaderProgramEx, :rlLoadShaderProgramEx, [:uint, :uint], :uint],
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1215
 
1207
- # @!method rlLoadShaderProgram(vShaderId, fShaderId)
1208
- # rlLoadShaderProgram : Load custom shader program
1209
- # @param vShaderId [unsigned int]
1210
- # @param fShaderId [unsigned int]
1216
+ # @!method rlLoadShaderProgramCompute(csId)
1217
+ # rlLoadShaderProgramCompute : Load compute shader program
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+ # @param csId [unsigned int]
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  # @return [unsigned int]
1212
- [:rlLoadShaderProgram, :rlLoadShaderProgram, [:uint, :uint], :uint],
1220
+ [:rlLoadShaderProgramCompute, :rlLoadShaderProgramCompute, [:uint], :uint],
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+
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+ # @!method rlUnloadShader(id)
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+ # rlUnloadShader : Unload shader, loaded with rlLoadShader()
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+ # @param id [unsigned int]
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+ # @return [void]
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+ [:rlUnloadShader, :rlUnloadShader, [:uint], :void],
1213
1227
 
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  # @!method rlUnloadShaderProgram(id)
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  # rlUnloadShaderProgram : Unload shader program
@@ -1217,16 +1231,16 @@ module Raylib
1217
1231
  # @return [void]
1218
1232
  [:rlUnloadShaderProgram, :rlUnloadShaderProgram, [:uint], :void],
1219
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1220
- # @!method rlGetLocationUniform(shaderId, uniformName)
1234
+ # @!method rlGetLocationUniform(id, uniformName)
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  # rlGetLocationUniform : Get shader location uniform, requires shader program id
1222
- # @param shaderId [unsigned int]
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+ # @param id [unsigned int]
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  # @param uniformName [const char *]
1224
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  # @return [int]
1225
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  [:rlGetLocationUniform, :rlGetLocationUniform, [:uint, :pointer], :int],
1226
1240
 
1227
- # @!method rlGetLocationAttrib(shaderId, attribName)
1241
+ # @!method rlGetLocationAttrib(id, attribName)
1228
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  # rlGetLocationAttrib : Get shader location attribute, requires shader program id
1229
- # @param shaderId [unsigned int]
1243
+ # @param id [unsigned int]
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  # @param attribName [const char *]
1231
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  # @return [int]
1232
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  [:rlGetLocationAttrib, :rlGetLocationAttrib, [:uint, :pointer], :int],
@@ -1269,12 +1283,6 @@ module Raylib
1269
1283
  # @return [void]
1270
1284
  [:rlSetShader, :rlSetShader, [:uint, :pointer], :void],
1271
1285
 
1272
- # @!method rlLoadComputeShaderProgram(shaderId)
1273
- # rlLoadComputeShaderProgram : Load compute shader program
1274
- # @param shaderId [unsigned int]
1275
- # @return [unsigned int]
1276
- [:rlLoadComputeShaderProgram, :rlLoadComputeShaderProgram, [:uint], :uint],
1277
-
1278
1286
  # @!method rlComputeShaderDispatch(groupX, groupY, groupZ)
1279
1287
  # rlComputeShaderDispatch : Dispatch compute shader (equivalent to *draw* for graphics pipeline)
1280
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  # @param groupX [unsigned int]
metadata CHANGED
@@ -1,7 +1,7 @@
1
1
  --- !ruby/object:Gem::Specification
2
2
  name: raylib-bindings
3
3
  version: !ruby/object:Gem::Version
4
- version: 0.7.18
4
+ version: 0.8.1
5
5
  platform: aarch64-linux
6
6
  authors:
7
7
  - vaiorabbit
@@ -69,7 +69,7 @@ required_rubygems_version: !ruby/object:Gem::Requirement
69
69
  - !ruby/object:Gem::Version
70
70
  version: '0'
71
71
  requirements: []
72
- rubygems_version: 4.0.3
72
+ rubygems_version: 4.0.6
73
73
  specification_version: 4
74
74
  summary: Ruby bindings for raylib, raygui and Physac
75
75
  test_files: []