relinquish_Vertex_array_data_.html
Enum:
RInputType
R_SIT_BOOL |
R_SIT_VBOOL2 |
R_SIT_VBOOL3 |
R_SIT_VBOOL4 |
R_SIT_INT |
R_SIT_VINT2 |
R_SIT_VINT3 |
R_SIT_VINT4 |
R_SIT_UINT |
R_SIT_VUINT2 |
R_SIT_VUINT3 |
R_SIT_VUINT4 |
R_SIT_FLOAT |
R_SIT_VEC2 |
R_SIT_VEC3 |
R_SIT_VEC4 |
R_SIT_DOUBLE |
R_SIT_VDOUBLE2 |
R_SIT_VDOUBLE3 |
R_SIT_VDOUBLE4 |
R_SIT_MAT2 |
R_SIT_MAT2X3 |
R_SIT_MAT2X4 |
R_SIT_MAT3X2 |
R_SIT_MAT3 |
R_SIT_MAT3X4 |
R_SIT_MAT4X2 |
R_SIT_MAT4X3 |
R_SIT_MAT4 |
R_SIT_DMAT2 |
R_SIT_DMAT2X3 |
R_SIT_DMAT2X4 |
R_SIT_DMAT3X2 |
R_SIT_DMAT3 |
R_SIT_DMAT3X4 |
R_SIT_DMAT4X2 |
R_SIT_DMAT4X3 |
R_SIT_DMAT4 |
R_SIT_SAMPLER_1D |
R_SIT_SAMPLER_2D |
R_SIT_SAMPLER_3D |
R_SIT_SAMPLER_CUBE |
R_SIT_SAMPLER_RECTANGLE |
R_SIT_SAMPLER_1D_ARRAY |
R_SIT_SAMPLER_2D_ARRAY |
R_SIT_SAMPLER_CUBE_MAP_ARRAY |
R_SIT_SAMPLER_BUFFER |
R_SIT_SAMPLER_2D_MULTISAMPLE |
R_SIT_SAMPLER_2D_MULTISAMPLE_ARRAY |
R_SIT_COUNT |
relinquish_Array_data__.html
Enum:
SUIFormats
SUI_INT8 |
SUI_UINT8 |
SUI_INT16 |
SUI_UINT16 |
SUI_INT32 |
SUI_UINT32 |
SUI_FLOAT |
SUI_DOUBLE |
Enum:
RPrimitive
R_PRIMITIVE_POINTS |
|
= |
|
0x0000 |
Description: Draw point primitives. |
R_PRIMITIVE_LINES |
|
= |
|
0x0001 |
Description: Draw Line primitives. |
R_PRIMITIVE_TRIANGLES |
|
= |
|
0x0004 |
Description: Draw Triangle primitives |
relinquish_Matrix_management_.html
R_MATRIX_STACK_SIZE 8
Struct:
RMatrix
float matrix[R_MATRIX_STACK_SIZE][16] |
float projection[16] |
float aspect |
float frustum[4] |
boolean multiplied |
float modelviewprojection[16] |
uint current |
RMatrix |
extern void r_matrix_identity(RMatrix *matrix) |
*Clears and initializes the matrix. |
extern void r_matrix_push(RMatrix *matrix) |
* Push the matrix stack one level. |
extern void r_matrix_pop(RMatrix *matrix) |
* Pops the matrix one level. |
extern void r_matrix_matrix_mult(RMatrix *matrix |
float *mult) |
* multiplies a 4by4 float matrix with the current matrix. |
extern void r_matrix_rotate(RMatrix *matrix |
float angle |
float x |
float y |
float z) |
* Rotates the matrix angle degrees around the x |
y |
and z axis. |
extern void r_matrix_scale(RMatrix *matrix |
float x |
float y |
float z) |
*Scales the matrix in x |
y |
and z. |
extern void r_matrix_translate(RMatrix *matrix |
float x |
float y |
float z) |
*Translates the matrix in x |
y |
and z. |
extern void r_matrix_normalize_scale(RMatrix *matrix) |
*Normalises the scale of the matrix. |
extern void r_matrix_frustum(RMatrix *matrix |
float left |
float right |
float bottom |
float top |
float znear |
float zfar) |
*Sets up a frustum for a pespective projection matrix |
extern void r_matrix_ortho(RMatrix *matrix |
float left |
float right |
float bottom |
float top |
float znear |
float zfar) |
*Sets up a frustum for a ortogonal projection |
extern void r_matrix_set(RMatrix *matrix) |
*Sets the currently active matrix. |
extern RMatrix *r_matrix_get() |
relinquish_Draw_primitives_.html
Enum:
RShaderPresets
P_SP_COLOR_UNIFORM |
Description: a single colored (accessed using the uniform "color") surface transformed by "ModelViewProjectionMatrix". it wiull use the first component of the vertex array as its position. |
P_SP_COLOR_VERTEX |
Description: Same as P_SP_COLOR_UNIFORM, but will use the second component of the vertex array as surface color instead of a uniform. |
P_SP_TEXTURE |
Description: Draws a textured surface where the first array indicates position and the second uv. |
P_SP_COLORED_UNIFORM_TEXTURE |
Description: Same as P_SP_TEXTURE but adds the uniform "color" to shade the textured surface. |
relinquish_Image_and_texture_API_.html
Enum:
PImageFormat
R_IF_R_UINT8 |
Description: Single chanel texture format with 8 bit integer storage corresponding to a float in GLSL |
R_IF_RG_UINT8 |
Description: Dual chanel texture format with 8 bit integer storage corresponding to a vec2 in GLSL |
R_IF_RGB_UINT8 |
Description: Tripple chanel texture format with 8 bit integer storage corresponding to a vec3 in GLSL |
R_IF_RGBA_UINT8 |
Description: Quadruple chanel texture format with 8 bit integer storage corresponding to a vec4 in GLSL |
R_IF_R_FLOAT16 |
Description: Single chanel texture format with 16 bit floating point storage corresponding to a float in GLSL |
R_IF_RG_FLOAT16 |
Description: Dual chanel texture format with 16 bit floating point storage corresponding to a vec2 in GLSL |
R_IF_RGB_FLOAT16 |
Description: Tripple chanel texture format with 16 bit floating point storage corresponding to a vec3 in GLSL |
R_IF_RGBA_FLOAT16 |
Description: Quadruple chanel texture format with 16 bit floating point storage corresponding to a vec4 in GLSL |
R_IF_R_FLOAT32 |
Description: Single chanel texture format with 32 bit floating point storage corresponding to a float in GLSL |
R_IF_RG_FLOAT32 |
Description: Dual chanel texture format with 32 bit floating point storage corresponding to a vec2 in GLSL |
R_IF_RGB_FLOAT32 |
Description: Tripple chanel texture format with 32 bit floating point storage corresponding to a vec3 in GLSL |
R_IF_RGBA_FLOAT32 |
Description: Quadruple chanel texture format with 32 bit floating point storage corresponding to a vec4 in GLSL |
R_IF_DEPTH16 |
Description: 16 Bit depth map. |
R_IF_DEPTH24 |
Description: 24 Bit depth map. |
R_IF_DEPTH32 |
Description: 32 Bit depth map. |
R_IF_DEPTH24_STENCIL8 |
Description: 24 Bit depth map interleaved with a 8 bit stencil map. |
R_IB_IMAGE_CUBE -1