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Merge remote-tracking branch 'offical/master'
# Conflicts: # vendor/raylib/raylib.odin
This commit is contained in:
Vendored
+7
-7
@@ -95,7 +95,7 @@ MAX_TEXT_BUFFER_LENGTH :: #config(RAYLIB_MAX_TEXT_BUFFER_LENGTH, 1024)
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#assert(size_of(rune) == size_of(c.int))
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RAYLIB_SHARED :: #config(RAYLIB_SHARED, true)
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RAYLIB_SHARED :: #config(RAYLIB_SHARED, false)
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when ODIN_OS == .Windows {
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when RAYLIB_SHARED {
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@@ -318,11 +318,11 @@ GlyphInfo :: struct {
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// Font type, includes texture and charSet array data
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Font :: struct {
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baseSize: c.int, // Base size (default chars height)
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charsCount: c.int, // Number of characters
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charsPadding: c.int, // Padding around the chars
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glyphCount: c.int, // Number of characters
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glyphPadding: c.int, // Padding around the chars
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texture: Texture2D, // Characters texture atlas
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recs: [^]Rectangle, // Characters rectangles in texture
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glyphs: [^]GlyphInfo, // Characters info data
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glyphs: [^]GlyphInfo, // Characters info data
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}
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// Camera type, defines a camera position/orientation in 3d space
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@@ -404,7 +404,7 @@ BoneInfo :: struct {
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}
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// Model type
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Model :: struct {
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Model :: struct #align(align_of(uintptr)) {
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transform: Matrix, // Local transform matrix
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meshCount: c.int, // Number of meshes
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@@ -425,6 +425,7 @@ ModelAnimation :: struct {
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frameCount: c.int, // Number of animation frames
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bones: [^]BoneInfo, // Bones information (skeleton)
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framePoses: [^][^]Transform, // Poses array by frame
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name: [32]byte, // Animation name
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}
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// Ray type (useful for raycast)
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@@ -490,7 +491,6 @@ VrDeviceInfo :: struct {
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vResolution: c.int, // Vertical resolution in pixels
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hScreenSize: f32, // Horizontal size in meters
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vScreenSize: f32, // Vertical size in meters
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vScreenCenter: f32, // Screen center in meters
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eyeToScreenDistance: f32, // Distance between eye and display in meters
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lensSeparationDistance: f32, // Lens separation distance in meters
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interpupillaryDistance: f32, // IPD (distance between pupils) in meters
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@@ -499,7 +499,7 @@ VrDeviceInfo :: struct {
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}
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// VR Stereo rendering configuration for simulator
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VrStereoConfig :: struct {
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VrStereoConfig :: struct #align(4) {
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projection: [2]Matrix, // VR projection matrices (per eye)
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viewOffset: [2]Matrix, // VR view offset matrices (per eye)
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leftLensCenter: [2]f32, // VR left lens center
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