Remove functions from user exposure
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@ -909,10 +909,8 @@ void DestroyLight(Light light); // Destroy a
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//------------------------------------------------------------------------------------
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void InitVrDevice(int vdDevice); // Init VR device
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void CloseVrDevice(void); // Close VR device
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void UpdateVrTracking(void); // Update VR tracking (position and orientation)
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void BeginVrDrawing(void); // Begin VR drawing configuration
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void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
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bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
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void UpdateVrTracking(void); // Update VR tracking (position and orientation)
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void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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//------------------------------------------------------------------------------------
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@ -332,6 +332,10 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world
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unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
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// VR functions exposed to core module but not to raylib users
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void BeginVrDrawing(void); // Begin VR drawing configuration
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void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
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// NOTE: There is a set of shader related functions that are available to end user,
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// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
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@ -368,10 +372,8 @@ float *MatrixToFloat(Matrix mat);
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void InitVrDevice(int vrDevice); // Init VR device
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void CloseVrDevice(void); // Close VR device
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void UpdateVrTracking(void); // Update VR tracking (position and orientation)
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void BeginVrDrawing(void); // Begin VR drawing configuration
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void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
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bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
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void UpdateVrTracking(void); // Update VR tracking (position and orientation)
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void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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// Oculus Rift API for direct access the device (no simulator)
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