You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
1126
1127
void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
1127
1128
void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
1128
-
void DrawTextCodepoints(Font font, int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
1129
+
void DrawTextCodepoints(Font font, const int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
1129
1130
// Text font info functions
1130
1131
int MeasureText(const char *text, int fontSize); // Measure string width for default font
1131
1132
Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
1139
1140
int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
1140
1141
const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
1141
-
char *TextCodepointsToUTF8(int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
1142
+
char *TextCodepointsToUTF8(const int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
1142
1143
// Text strings management functions (no UTF-8 strings, only byte chars)
1143
1144
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
1144
1145
int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
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
1202
1203
// Mesh management functions
1203
1204
void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
1204
-
void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
1205
+
void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
1205
1206
void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
1206
1207
void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
1207
-
void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
1208
+
void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
1208
1209
bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
409
-
unsigned int rlLoadVertexBuffer(void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
410
-
unsigned int rlLoadVertexBufferElement(void *buffer, int size, bool dynamic); // Load a new attributes element buffer
411
-
void rlUpdateVertexBuffer(unsigned int bufferId, void *data, int dataSize, int offset); // Update GPU buffer with new data
410
+
unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
411
+
unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load a new attributes element buffer
412
+
void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update GPU buffer with new data
413
+
void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements with new data
412
414
void rlUnloadVertexArray(unsigned int vaoId);
413
415
void rlUnloadVertexBuffer(unsigned int vboId);
414
-
void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, void *pointer);
416
+
void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer);
415
417
void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
416
418
void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
417
419
void rlDrawVertexArray(int offset, int count);
418
-
void rlDrawVertexArrayElements(int offset, int count, void *buffer);
420
+
void rlDrawVertexArrayElements(int offset, int count, const void *buffer);
419
421
void rlDrawVertexArrayInstanced(int offset, int count, int instances);
420
-
void rlDrawVertexArrayElementsInstanced(int offset, int count, void *buffer, int instances);
422
+
void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances);
421
423
// Textures management
422
-
unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
424
+
unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
423
425
unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
424
-
unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
426
+
unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap
425
427
void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data
426
428
void rlGetGlTextureFormats(int format, int *glInternalFormat, int *glFormat, int *glType); // Get OpenGL internal formats
427
429
const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
0 commit comments