raylib-bindings 0.7.7-x86_64-darwin → 0.7.8-x86_64-darwin
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.
- checksums.yaml +4 -4
- data/ChangeLog +4 -0
- data/README.md +3 -3
- data/lib/libraylib.x86_64.dylib +0 -0
- data/lib/raygui.x86_64.dylib +0 -0
- data/lib/raylib_main.rb +55 -40
- data/lib/rlgl.rb +9 -0
- metadata +2 -2
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data/ChangeLog
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2024-10-14 vaiorabbit <http://twitter.com/vaiorabbit>
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* Updated with latest raylib ( https://github.com/raysan5/raylib/commit/59417636ca956d64800e7e26d4f4ec331cf1b412 ) and raygui ( https://github.com/raysan5/raygui/commit/1e03efca48c50c5ea4b4a053d5bf04bad58d3e43 )
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2024-09-16 vaiorabbit <http://twitter.com/vaiorabbit>
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* Updated with latest raylib ( https://github.com/raysan5/raylib/commit/186787e31179eec8280a429fae50b65ef58368d3 ) and raygui ( https://github.com/raysan5/raygui/commit/b5a81fb76eec3521f4cbd6c02ace0dcc7b1cc810 )
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data/README.md
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# Yet another raylib wrapper for Ruby #
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* Created : 2021-10-17
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* Last modified : 2024-
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* Last modified : 2024-10-14
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Provides Ruby bindings for raylib-related libraries including:
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* [raylib](https://github.com/raysan5/raylib) version [5.5-dev]( https://github.com/raysan5/raylib/commit/
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* [raylib](https://github.com/raysan5/raylib) version [5.5-dev]( https://github.com/raysan5/raylib/commit/59417636ca956d64800e7e26d4f4ec331cf1b412 )
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* raylib
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* raymath
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* rlgl
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* [raygui](https://github.com/raysan5/raygui) version [4.5-dev]( https://github.com/raysan5/raygui/commit/
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* [raygui](https://github.com/raysan5/raygui) version [4.5-dev]( https://github.com/raysan5/raygui/commit/1e03efca48c50c5ea4b4a053d5bf04bad58d3e43 )
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* [Physac](https://github.com/raysan5/physac) version [1.1]( https://github.com/raysan5/physac/commit/4a8e17f263fb8e1150b3fbafc96f880c7d7a4833 )
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<img src="https://raw.githubusercontent.com/vaiorabbit/raylib-bindings/main/doc/bitmap_font_rb.png" width="125"> <img src="https://raw.githubusercontent.com/vaiorabbit/raylib-bindings/main/doc/game_of_life_simple_rb.png" width="125"> <img src="https://raw.githubusercontent.com/vaiorabbit/raylib-bindings/main/doc/lissajous_curve_rb.png" width="125"> <img src="https://raw.githubusercontent.com/vaiorabbit/raylib-bindings/main/doc/procedural_texture_rb.png" width="125"> <img src="https://raw.githubusercontent.com/vaiorabbit/raylib-bindings/main/doc/reversi_board_rb.png" width="125"> <img src="https://raw.githubusercontent.com/vaiorabbit/raylib-bindings/main/doc/utf8_font_rb.png" width="125">
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data/lib/libraylib.x86_64.dylib
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data/lib/raygui.x86_64.dylib
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data/lib/raylib_main.rb
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# enum ShaderLocationIndex
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# Shader location index
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SHADER_LOC_VERTEX_POSITION = 0
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SHADER_LOC_VERTEX_TEXCOORD01 = 1
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SHADER_LOC_VERTEX_TEXCOORD02 = 2
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SHADER_LOC_VERTEX_NORMAL = 3
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SHADER_LOC_VERTEX_TANGENT = 4
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SHADER_LOC_VERTEX_COLOR = 5
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SHADER_LOC_MATRIX_MVP = 6
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SHADER_LOC_MATRIX_VIEW = 7
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SHADER_LOC_MATRIX_PROJECTION = 8
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SHADER_LOC_MATRIX_MODEL = 9
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SHADER_LOC_MATRIX_NORMAL = 10
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SHADER_LOC_VECTOR_VIEW = 11
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SHADER_LOC_COLOR_DIFFUSE = 12
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SHADER_LOC_COLOR_SPECULAR = 13
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SHADER_LOC_COLOR_AMBIENT = 14
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SHADER_LOC_MAP_ALBEDO = 15
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SHADER_LOC_MAP_METALNESS = 16
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SHADER_LOC_MAP_NORMAL = 17
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SHADER_LOC_MAP_ROUGHNESS = 18
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SHADER_LOC_MAP_OCCLUSION = 19
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SHADER_LOC_MAP_EMISSION = 20
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SHADER_LOC_MAP_HEIGHT = 21
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SHADER_LOC_MAP_CUBEMAP = 22
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SHADER_LOC_MAP_IRRADIANCE = 23
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SHADER_LOC_MAP_PREFILTER = 24
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SHADER_LOC_MAP_BRDF = 25
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SHADER_LOC_VERTEX_POSITION = 0 # Shader location: vertex attribute: position
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SHADER_LOC_VERTEX_TEXCOORD01 = 1 # Shader location: vertex attribute: texcoord01
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SHADER_LOC_VERTEX_TEXCOORD02 = 2 # Shader location: vertex attribute: texcoord02
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SHADER_LOC_VERTEX_NORMAL = 3 # Shader location: vertex attribute: normal
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SHADER_LOC_VERTEX_TANGENT = 4 # Shader location: vertex attribute: tangent
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SHADER_LOC_VERTEX_COLOR = 5 # Shader location: vertex attribute: color
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SHADER_LOC_MATRIX_MVP = 6 # Shader location: matrix uniform: model-view-projection
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SHADER_LOC_MATRIX_VIEW = 7 # Shader location: matrix uniform: view (camera transform)
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SHADER_LOC_MATRIX_PROJECTION = 8 # Shader location: matrix uniform: projection
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SHADER_LOC_MATRIX_MODEL = 9 # Shader location: matrix uniform: model (transform)
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SHADER_LOC_MATRIX_NORMAL = 10 # Shader location: matrix uniform: normal
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SHADER_LOC_VECTOR_VIEW = 11 # Shader location: vector uniform: view
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SHADER_LOC_COLOR_DIFFUSE = 12 # Shader location: vector uniform: diffuse color
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SHADER_LOC_COLOR_SPECULAR = 13 # Shader location: vector uniform: specular color
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SHADER_LOC_COLOR_AMBIENT = 14 # Shader location: vector uniform: ambient color
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SHADER_LOC_MAP_ALBEDO = 15 # Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
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SHADER_LOC_MAP_METALNESS = 16 # Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
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SHADER_LOC_MAP_NORMAL = 17 # Shader location: sampler2d texture: normal
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SHADER_LOC_MAP_ROUGHNESS = 18 # Shader location: sampler2d texture: roughness
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SHADER_LOC_MAP_OCCLUSION = 19 # Shader location: sampler2d texture: occlusion
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SHADER_LOC_MAP_EMISSION = 20 # Shader location: sampler2d texture: emission
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SHADER_LOC_MAP_HEIGHT = 21 # Shader location: sampler2d texture: height
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SHADER_LOC_MAP_CUBEMAP = 22 # Shader location: samplerCube texture: cubemap
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SHADER_LOC_MAP_IRRADIANCE = 23 # Shader location: samplerCube texture: irradiance
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SHADER_LOC_MAP_PREFILTER = 24 # Shader location: samplerCube texture: prefilter
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SHADER_LOC_MAP_BRDF = 25 # Shader location: sampler2d texture: brdf
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SHADER_LOC_VERTEX_BONEIDS = 26 # Shader location: vertex attribute: boneIds
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SHADER_LOC_VERTEX_BONEWEIGHTS = 27 # Shader location: vertex attribute: boneWeights
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SHADER_LOC_BONE_MATRICES = 28 # Shader location: array of matrices uniform: boneMatrices
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# enum ShaderUniformDataType
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# Shader uniform data type
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typedef :int, :CameraMode
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typedef :int, :CameraProjection
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typedef :int, :NPatchLayout
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callback :TraceLogCallback, [:int, :pointer, :
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callback :TraceLogCallback, [:int, :pointer, :pointer], :void
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callback :LoadFileDataCallback, [:pointer, :pointer], :pointer
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callback :SaveFileDataCallback, [:pointer, :pointer, :int], :bool
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callback :LoadFileTextCallback, [:pointer], :pointer
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:indices, :pointer, # Vertex indices (in case vertex data comes indexed)
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:animVertices, :pointer, # Animated vertex positions (after bones transformations)
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:animNormals, :pointer, # Animated normals (after bones transformations)
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:boneIds, :pointer, # Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
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:boneWeights, :pointer, # Vertex bone weight, up to 4 bones influence by vertex (skinning)
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:boneIds, :pointer, # Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
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:boneWeights, :pointer, # Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
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:boneMatrices, :pointer, # Bones animated transformation matrices
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:boneCount, :int, # Number of bones
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:vaoId, :uint, # OpenGL Vertex Array Object id
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:vboId, :pointer, # OpenGL Vertex Buffer Objects id (default vertex data)
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)
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def boneIds=(v) self[:boneIds] = v end
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def boneWeights = self[:boneWeights]
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def boneWeights=(v) self[:boneWeights] = v end
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def boneMatrices = self[:boneMatrices]
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def boneMatrices=(v) self[:boneMatrices] = v end
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def boneCount = self[:boneCount]
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def boneCount=(v) self[:boneCount] = v end
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def vaoId = self[:vaoId]
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def vaoId=(v) self[:vaoId] = v end
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def vboId = self[:vboId]
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# @return [const char *]
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[:GetApplicationDirectory, :GetApplicationDirectory, [], :pointer],
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# @!method MakeDirectory(dirPath)
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# MakeDirectory : Create directories (including full path requested), returns 0 on success
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# @param dirPath [const char *]
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# @return [int]
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[:MakeDirectory, :MakeDirectory, [:pointer], :int],
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# @!method ChangeDirectory(dir)
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# ChangeDirectory : Change working directory, return true on success
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# @param dir [const char *]
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[:LoadDirectoryFiles, :LoadDirectoryFiles, [:pointer], FilePathList.by_value],
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# @!method LoadDirectoryFilesEx(basePath, filter, scanSubdirs)
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# LoadDirectoryFilesEx : Load directory filepaths with extension filtering and recursive directory scan. Use
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# LoadDirectoryFilesEx : Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
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# @param basePath [const char *]
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# @param filter [const char *]
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# @param scanSubdirs [bool]
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[:GetShapesTextureRectangle, :GetShapesTextureRectangle, [], Rectangle.by_value],
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# @!method DrawPixel(posX, posY, color)
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# DrawPixel : Draw a pixel
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# DrawPixel : Draw a pixel using geometry [Can be slow, use with care]
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# @param posX [int]
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# @param posY [int]
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# @param color [Color]
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[:DrawPixel, :DrawPixel, [:int, :int, Color.by_value], :void],
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# @!method DrawPixelV(position, color)
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# DrawPixelV : Draw a pixel (Vector version)
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# DrawPixelV : Draw a pixel using geometry (Vector version) [Can be slow, use with care]
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# @param position [Vector2]
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# @param color [Color]
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# @return [void]
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# @return [Image]
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[:LoadImageRaw, :LoadImageRaw, [:pointer, :int, :int, :int, :int], Image.by_value],
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# @!method LoadImageSvg(fileNameOrString, width, height)
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# LoadImageSvg : Load image from SVG file data or string with specified size
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# @param fileNameOrString [const char *]
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# @param width [int]
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# @param height [int]
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# @return [Image]
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[:LoadImageSvg, :LoadImageSvg, [:pointer, :int, :int], Image.by_value],
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# @!method LoadImageAnim(fileName, frames)
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# LoadImageAnim : Load image sequence from file (frames appended to image.data)
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# @param fileName [const char *]
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# @return [bool]
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[:IsModelAnimationValid, :IsModelAnimationValid, [Model.by_value, ModelAnimation.by_value], :bool],
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# @!method UpdateModelAnimationBoneMatrices(model, anim, frame)
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# UpdateModelAnimationBoneMatrices : Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)
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# @param model [Model]
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# @param anim [ModelAnimation]
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# @param frame [int]
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# @return [void]
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[:UpdateModelAnimationBoneMatrices, :UpdateModelAnimationBoneMatrices, [Model.by_value, ModelAnimation.by_value, :int], :void],
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# @!method CheckCollisionSpheres(center1, radius1, center2, radius2)
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# CheckCollisionSpheres : Check collision between two spheres
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# @param center1 [Vector3]
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data/lib/rlgl.rb
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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_INDICES = 6
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# Enum
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# @return [void]
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[:rlSetUniformMatrix, :rlSetUniformMatrix, [:int, Matrix.by_value], :void],
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# @!method rlSetUniformMatrices(locIndex, mat, count)
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# rlSetUniformMatrices : Set shader value matrices
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# @param locIndex [int]
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# @param mat [const Matrix *]
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# @param count [int]
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# @return [void]
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[:rlSetUniformMatrices, :rlSetUniformMatrices, [:int, :pointer, :int], :void],
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# @!method rlSetUniformSampler(locIndex, textureId)
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# rlSetUniformSampler : Set shader value sampler
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# @param locIndex [int]
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metadata
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--- !ruby/object:Gem::Specification
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name: raylib-bindings
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version: !ruby/object:Gem::Version
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version: 0.7.
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version: 0.7.8
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platform: x86_64-darwin
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authors:
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- vaiorabbit
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autorequire:
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bindir: bin
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cert_chain: []
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date: 2024-
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date: 2024-10-14 00:00:00.000000000 Z
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dependencies:
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- !ruby/object:Gem::Dependency
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name: ffi
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