Small code tweaks
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8692c49511
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@ -638,6 +638,7 @@ void ShowLogo(void)
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showLogo = true;
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}
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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// Check if a file have been dropped into window
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bool IsFileDropped(void)
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{
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@ -664,6 +665,7 @@ void ClearDroppedFiles(void)
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dropFilesCount = 0;
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}
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}
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#endif
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// TODO: Gives the ray trace from mouse position
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Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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@ -4,8 +4,8 @@
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*
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* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version:
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* OpenGL 1.1 - Direct map rl* -> gl*
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* OpenGL 3.3+ - Vertex data is stored in VAOs, call rlglDraw() to render
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* OpenGL ES 2 - Same behaviour as OpenGL 3.3+
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* OpenGL 3.3 - Vertex data is stored in VAOs, call rlglDraw() to render
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* OpenGL ES 2 - Vertex data is stored in VBOs or VAOs (when available), call rlglDraw() to render
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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@ -3061,8 +3061,6 @@ static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight)
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#if defined(RLGL_STANDALONE)
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typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
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// Output a trace log message
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// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
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static void TraceLog(int msgType, const char *text, ...)
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@ -4,7 +4,7 @@
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*
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* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version:
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* OpenGL 1.1 - Direct map rl* -> gl*
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* OpenGL 3.3+ - Vertex data is stored in VAOs, call rlglDraw() to render
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* OpenGL 3.3 - Vertex data is stored in VAOs, call rlglDraw() to render
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* OpenGL ES 2 - Vertex data is stored in VBOs or VAOs (when available), call rlglDraw() to render
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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