parin.bindings.rl.rlgl

The rlgl module provides access to the rlgl.h functions.

fn rlActiveDrawBuffers rlActiveTextureSlot rlBegin rlBindImageTexture rlBindShaderBuffer rlBlitFramebuffer rlCheckErrors rlCheckRenderBatchLimit rlClearColor rlClearScreenBuffers rlColor3f rlColor4f rlColor4ub rlCompileShader rlComputeShaderDispatch rlCopyShaderBuffer rlCubemapParameters rlDisableBackfaceCulling rlDisableColorBlend rlDisableDepthMask rlDisableDepthTest rlDisableFramebuffer rlDisableScissorTest rlDisableShader rlDisableSmoothLines rlDisableStereoRender rlDisableTexture rlDisableTextureCubemap rlDisableVertexArray rlDisableVertexAttribute rlDisableVertexBuffer rlDisableVertexBufferElement rlDisableWireMode rlDrawRenderBatch rlDrawRenderBatchActive rlDrawVertexArray rlDrawVertexArrayElements rlDrawVertexArrayElementsInstanced rlDrawVertexArrayInstanced rlEnableBackfaceCulling rlEnableColorBlend rlEnableDepthMask rlEnableDepthTest rlEnableFramebuffer rlEnablePointMode rlEnableScissorTest rlEnableShader rlEnableSmoothLines rlEnableStereoRender rlEnableTexture rlEnableTextureCubemap rlEnableVertexArray rlEnableVertexAttribute rlEnableVertexBuffer rlEnableVertexBufferElement rlEnableWireMode rlEnd rlFramebufferAttach rlFramebufferComplete rlFrustum rlGenTextureMipmaps rlGetFramebufferHeight rlGetFramebufferWidth rlGetGlTextureFormats rlGetLineWidth rlGetLocationAttrib rlGetLocationUniform rlGetMatrixModelview rlGetMatrixProjection rlGetMatrixProjectionStereo rlGetMatrixTransform rlGetMatrixViewOffsetStereo rlGetPixelFormatName rlGetShaderBufferSize rlGetShaderIdDefault rlGetShaderLocsDefault rlGetTextureIdDefault rlGetVersion rlglClose rlglInit rlIsStereoRenderEnabled rlLoadComputeShaderProgram rlLoadDrawCube rlLoadDrawQuad rlLoadExtensions rlLoadFramebuffer rlLoadIdentity rlLoadRenderBatch rlLoadShaderBuffer rlLoadShaderCode rlLoadShaderProgram rlLoadTexture rlLoadTextureCubemap rlLoadTextureDepth rlLoadVertexArray rlLoadVertexBuffer rlLoadVertexBufferElement rlMatrixMode rlMultMatrixf rlNormal3f rlOrtho rlPopMatrix rlPushMatrix rlReadScreenPixels rlReadShaderBuffer rlReadTexturePixels rlRotatef rlScalef rlScissor rlSetBlendFactors rlSetBlendFactorsSeparate rlSetBlendMode rlSetCullFace rlSetFramebufferHeight rlSetFramebufferWidth rlSetLineWidth rlSetMatrixModelview rlSetMatrixProjection rlSetMatrixProjectionStereo rlSetMatrixViewOffsetStereo rlSetRenderBatchActive rlSetShader rlSetTexture rlSetUniform rlSetUniformMatrix rlSetUniformSampler rlSetVertexAttribute rlSetVertexAttributeDefault rlSetVertexAttributeDivisor rlTexCoord2f rlTextureParameters rlTranslatef rlUnloadFramebuffer rlUnloadRenderBatch rlUnloadShaderBuffer rlUnloadShaderProgram rlUnloadTexture rlUnloadVertexArray rlUnloadVertexBuffer rlUpdateShaderBuffer rlUpdateTexture rlUpdateVertexBuffer rlUpdateVertexBufferElements rlVertex2f rlVertex2i rlVertex3f rlViewport

Types 15

structMatrix

Matrix, 4x4 components, column major, OpenGL style, right handed

Fields
float m0
float m4
float m8
float m12
float m1
float m5
float m9
float m13
float m2
float m6
float m10
float m14
float m3
float m7
float m11
float m15
structrlVertexBuffer

Dynamic vertex buffers (position + texcoords + colors + indices arrays)

Fields
int elementCount
float * vertices
float * texcoords
ubyte * colors
uint * indices
uint vaoId
uint[4] vboId
structrlDrawCall

Draw call type used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any of those state-change happens (this is done in core module)

Fields
int mode
int vertexCount
int vertexAlignment
uint textureId
structrlRenderBatch

rlRenderBatch type

Fields
int bufferCount
int currentBuffer
rlVertexBuffer * vertexBuffer
rlDrawCall * draws
int drawCounter
float currentDepth
enumrlGlVersion
RL_OPENGL_11 = 1
RL_OPENGL_21 = 2
RL_OPENGL_33 = 3
RL_OPENGL_43 = 4
RL_OPENGL_ES_20 = 5
RL_OPENGL_ES_30 = 6
enumrlTraceLogLevel
RL_LOG_ALL = 0
RL_LOG_TRACE = 1
RL_LOG_DEBUG = 2
RL_LOG_INFO = 3
RL_LOG_WARNING = 4
RL_LOG_ERROR = 5
RL_LOG_FATAL = 6
RL_LOG_NONE = 7
enumrlPixelFormat
RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1
RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2
RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3
RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4
RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5
RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6
RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7
RL_PIXELFORMAT_UNCOMPRESSED_R32 = 8
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9
RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10
RL_PIXELFORMAT_UNCOMPRESSED_R16 = 11
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12
RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13
RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 14
RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15
RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16
RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17
RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 18
RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 19
RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20
RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 21
RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22
RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23
RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24
enumrlTextureFilter
RL_TEXTURE_FILTER_POINT = 0
RL_TEXTURE_FILTER_BILINEAR = 1
RL_TEXTURE_FILTER_TRILINEAR = 2
RL_TEXTURE_FILTER_ANISOTROPIC_4X = 3
RL_TEXTURE_FILTER_ANISOTROPIC_8X = 4
RL_TEXTURE_FILTER_ANISOTROPIC_16X = 5
enumrlBlendMode
RL_BLEND_ALPHA = 0
RL_BLEND_ADDITIVE = 1
RL_BLEND_MULTIPLIED = 2
RL_BLEND_ADD_COLORS = 3
RL_BLEND_SUBTRACT_COLORS = 4
RL_BLEND_ALPHA_PREMULTIPLY = 5
RL_BLEND_CUSTOM = 6
RL_BLEND_CUSTOM_SEPARATE = 7
enumrlShaderLocationIndex
RL_SHADER_LOC_VERTEX_POSITION = 0
RL_SHADER_LOC_VERTEX_TEXCOORD01 = 1
RL_SHADER_LOC_VERTEX_TEXCOORD02 = 2
RL_SHADER_LOC_VERTEX_NORMAL = 3
RL_SHADER_LOC_VERTEX_TANGENT = 4
RL_SHADER_LOC_VERTEX_COLOR = 5
RL_SHADER_LOC_MATRIX_MVP = 6
RL_SHADER_LOC_MATRIX_VIEW = 7
RL_SHADER_LOC_MATRIX_PROJECTION = 8
RL_SHADER_LOC_MATRIX_MODEL = 9
RL_SHADER_LOC_MATRIX_NORMAL = 10
RL_SHADER_LOC_VECTOR_VIEW = 11
RL_SHADER_LOC_COLOR_DIFFUSE = 12
RL_SHADER_LOC_COLOR_SPECULAR = 13
RL_SHADER_LOC_COLOR_AMBIENT = 14
RL_SHADER_LOC_MAP_ALBEDO = 15
RL_SHADER_LOC_MAP_METALNESS = 16
RL_SHADER_LOC_MAP_NORMAL = 17
RL_SHADER_LOC_MAP_ROUGHNESS = 18
RL_SHADER_LOC_MAP_OCCLUSION = 19
RL_SHADER_LOC_MAP_EMISSION = 20
RL_SHADER_LOC_MAP_HEIGHT = 21
RL_SHADER_LOC_MAP_CUBEMAP = 22
RL_SHADER_LOC_MAP_IRRADIANCE = 23
RL_SHADER_LOC_MAP_PREFILTER = 24
RL_SHADER_LOC_MAP_BRDF = 25
enumrlShaderUniformDataType
RL_SHADER_UNIFORM_FLOAT = 0
RL_SHADER_UNIFORM_VEC2 = 1
RL_SHADER_UNIFORM_VEC3 = 2
RL_SHADER_UNIFORM_VEC4 = 3
RL_SHADER_UNIFORM_INT = 4
RL_SHADER_UNIFORM_IVEC2 = 5
RL_SHADER_UNIFORM_IVEC3 = 6
RL_SHADER_UNIFORM_IVEC4 = 7
RL_SHADER_UNIFORM_UINT = 8
RL_SHADER_UNIFORM_UIVEC2 = 9
RL_SHADER_UNIFORM_UIVEC3 = 10
RL_SHADER_UNIFORM_UIVEC4 = 11
RL_SHADER_UNIFORM_SAMPLER2D = 12
enumrlShaderAttributeDataType
RL_SHADER_ATTRIB_FLOAT = 0
RL_SHADER_ATTRIB_VEC2 = 1
RL_SHADER_ATTRIB_VEC3 = 2
RL_SHADER_ATTRIB_VEC4 = 3
enumrlFramebufferAttachType
RL_ATTACHMENT_COLOR_CHANNEL0 = 0
RL_ATTACHMENT_COLOR_CHANNEL1 = 1
RL_ATTACHMENT_COLOR_CHANNEL2 = 2
RL_ATTACHMENT_COLOR_CHANNEL3 = 3
RL_ATTACHMENT_COLOR_CHANNEL4 = 4
RL_ATTACHMENT_COLOR_CHANNEL5 = 5
RL_ATTACHMENT_COLOR_CHANNEL6 = 6
RL_ATTACHMENT_COLOR_CHANNEL7 = 7
RL_ATTACHMENT_DEPTH = 100
RL_ATTACHMENT_STENCIL = 200
enumrlFramebufferAttachTextureType
RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0
RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1
RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3
RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4
RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5
RL_ATTACHMENT_TEXTURE2D = 100
RL_ATTACHMENT_RENDERBUFFER = 200
enumrlCullMode
RL_CULL_FACE_FRONT = 0
RL_CULL_FACE_BACK = 1

Functions 147

fnvoid rlMatrixMode(int mode)Face culling mode
fnvoid rlPushMatrix()
fnvoid rlPopMatrix()
fnvoid rlTranslatef(float x, float y, float z)
fnvoid rlRotatef(float angle, float x, float y, float z)
fnvoid rlScalef(float x, float y, float z)
fnvoid rlMultMatrixf(const(float) * matf)
fnvoid rlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
fnvoid rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
fnvoid rlViewport(int x, int y, int width, int height)
fnvoid rlBegin(int mode)
fnvoid rlEnd()
fnvoid rlVertex2i(int x, int y)
fnvoid rlVertex2f(float x, float y)
fnvoid rlVertex3f(float x, float y, float z)
fnvoid rlTexCoord2f(float x, float y)
fnvoid rlNormal3f(float x, float y, float z)
fnvoid rlColor4ub(ubyte r, ubyte g, ubyte b, ubyte a)
fnvoid rlColor3f(float x, float y, float z)
fnvoid rlColor4f(float x, float y, float z, float w)
fnbool rlEnableVertexArray(uint vaoId)
fnvoid rlEnableVertexBuffer(uint id)
fnvoid rlEnableVertexAttribute(uint index)
fnvoid rlDisableVertexAttribute(uint index)
fnvoid rlActiveTextureSlot(int slot)
fnvoid rlEnableTexture(uint id)
fnvoid rlEnableTextureCubemap(uint id)
fnvoid rlTextureParameters(uint id, int param, int value)
fnvoid rlCubemapParameters(uint id, int param, int value)
fnvoid rlEnableShader(uint id)
fnvoid rlEnableFramebuffer(uint id)
fnvoid rlActiveDrawBuffers(int count)
fnvoid rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
fnvoid rlSetCullFace(int mode)
fnvoid rlScissor(int x, int y, int width, int height)
fnvoid rlSetLineWidth(float width)
fnfloat rlGetLineWidth()
fnvoid rlClearColor(ubyte r, ubyte g, ubyte b, ubyte a)
fnvoid rlCheckErrors()
fnvoid rlSetBlendMode(int mode)
fnvoid rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
fnvoid rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
fnvoid rlglInit(int width, int height)
fnvoid rlglClose()
fnvoid rlLoadExtensions(void * loader)
fnint rlGetVersion()
fnvoid rlSetFramebufferWidth(int width)
fnvoid rlSetFramebufferHeight(int height)
fnrlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
fnvoid rlUnloadRenderBatch(rlRenderBatch batch)
fnvoid rlDrawRenderBatch(rlRenderBatch * batch)
fnvoid rlSetRenderBatchActive(rlRenderBatch * batch)
fnbool rlCheckRenderBatchLimit(int vCount)
fnvoid rlSetTexture(uint id)
fnuint rlLoadVertexBuffer(const(void) * buffer, int size, bool dynamic)
fnuint rlLoadVertexBufferElement(const(void) * buffer, int size, bool dynamic)
fnvoid rlUpdateVertexBuffer(uint bufferId, const(void) * data, int dataSize, int offset)
fnvoid rlUpdateVertexBufferElements(uint id, const(void) * data, int dataSize, int offset)
fnvoid rlUnloadVertexArray(uint vaoId)
fnvoid rlUnloadVertexBuffer(uint vboId)
fnvoid rlSetVertexAttribute(uint index, int compSize, int type, bool normalized, int stride, const(void) * pointer)
fnvoid rlSetVertexAttributeDivisor(uint index, int divisor)
fnvoid rlSetVertexAttributeDefault(int locIndex, const(void) * value, int attribType, int count)
fnvoid rlDrawVertexArray(int offset, int count)
fnvoid rlDrawVertexArrayElements(int offset, int count, const(void) * buffer)
fnvoid rlDrawVertexArrayInstanced(int offset, int count, int instances)
fnvoid rlDrawVertexArrayElementsInstanced(int offset, int count, const(void) * buffer, int instances)
fnuint rlLoadTexture(const(void) * data, int width, int height, int format, int mipmapCount)
fnuint rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
fnuint rlLoadTextureCubemap(const(void) * data, int size, int format)
fnvoid rlUpdateTexture(uint id, int offsetX, int offsetY, int width, int height, int format, const(void) * data)
fnvoid rlGetGlTextureFormats(int format, uint * glInternalFormat, uint * glFormat, uint * glType)
fnconst(char) * rlGetPixelFormatName(uint format)
fnvoid rlUnloadTexture(uint id)
fnvoid rlGenTextureMipmaps(uint id, int width, int height, int format, int * mipmaps)
fnvoid * rlReadTexturePixels(uint id, int width, int height, int format)
fnubyte * rlReadScreenPixels(int width, int height)
fnuint rlLoadFramebuffer(int width, int height)
fnvoid rlFramebufferAttach(uint fboId, uint texId, int attachType, int texType, int mipLevel)
fnbool rlFramebufferComplete(uint id)
fnvoid rlUnloadFramebuffer(uint id)
fnuint rlLoadShaderCode(const(char) * vsCode, const(char) * fsCode)
fnuint rlCompileShader(const(char) * shaderCode, int type)
fnuint rlLoadShaderProgram(uint vShaderId, uint fShaderId)
fnvoid rlUnloadShaderProgram(uint id)
fnint rlGetLocationUniform(uint shaderId, const(char) * uniformName)
fnint rlGetLocationAttrib(uint shaderId, const(char) * attribName)
fnvoid rlSetUniform(int locIndex, const(void) * value, int uniformType, int count)
fnvoid rlSetUniformMatrix(int locIndex, Matrix mat)
fnvoid rlSetUniformSampler(int locIndex, uint textureId)
fnvoid rlSetShader(uint id, int * locs)
fnuint rlLoadComputeShaderProgram(uint shaderId)
fnvoid rlComputeShaderDispatch(uint groupX, uint groupY, uint groupZ)
fnuint rlLoadShaderBuffer(uint size, const(void) * data, int usageHint)
fnvoid rlUnloadShaderBuffer(uint ssboId)
fnvoid rlUpdateShaderBuffer(uint id, const(void) * data, uint dataSize, uint offset)
fnvoid rlBindShaderBuffer(uint id, uint index)
fnvoid rlReadShaderBuffer(uint id, void * dest, uint count, uint offset)
fnvoid rlCopyShaderBuffer(uint destId, uint srcId, uint destOffset, uint srcOffset, uint count)
fnuint rlGetShaderBufferSize(uint id)
fnvoid rlBindImageTexture(uint id, uint index, int format, bool readonly)

Variables 75

enumvarRLGL_VERSION = "4.5"
enumvarRL_DEFAULT_BATCH_BUFFER_ELEMENTS = 8192
enumvarRL_DEFAULT_BATCH_BUFFERS = 1

Default number of batch buffers (multi-buffering)

enumvarRL_DEFAULT_BATCH_DRAWCALLS = 256

Default number of batch draw calls (by state changes: mode, texture)

enumvarRL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4

Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())

enumvarRL_MAX_MATRIX_STACK_SIZE = 32

Maximum size of Matrix stack

enumvarRL_MAX_SHADER_LOCATIONS = 32

Maximum number of shader locations supported

enumvarRL_CULL_DISTANCE_NEAR = 0.01

Default near cull distance

enumvarRL_CULL_DISTANCE_FAR = 1000.0

Default far cull distance

enumvarRL_TEXTURE_WRAP_S = 0x2802

GL_TEXTURE_WRAP_S

enumvarRL_TEXTURE_WRAP_T = 0x2803

GL_TEXTURE_WRAP_T

enumvarRL_TEXTURE_MAG_FILTER = 0x2800

GL_TEXTURE_MAG_FILTER

enumvarRL_TEXTURE_MIN_FILTER = 0x2801

GL_TEXTURE_MIN_FILTER

enumvarRL_TEXTURE_FILTER_NEAREST = 0x2600

GL_NEAREST

enumvarRL_TEXTURE_FILTER_LINEAR = 0x2601

GL_LINEAR

enumvarRL_TEXTURE_FILTER_MIP_NEAREST = 0x2700

GL_NEAREST_MIPMAP_NEAREST

enumvarRL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702

GL_NEAREST_MIPMAP_LINEAR

enumvarRL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701

GL_LINEAR_MIPMAP_NEAREST

enumvarRL_TEXTURE_FILTER_MIP_LINEAR = 0x2703

GL_LINEAR_MIPMAP_LINEAR

enumvarRL_TEXTURE_FILTER_ANISOTROPIC = 0x3000

Anisotropic filter (custom identifier)

enumvarRL_TEXTURE_MIPMAP_BIAS_RATIO = 0x4000

Texture mipmap bias, percentage ratio (custom identifier)

enumvarRL_TEXTURE_WRAP_REPEAT = 0x2901

GL_REPEAT

enumvarRL_TEXTURE_WRAP_CLAMP = 0x812F

GL_CLAMP_TO_EDGE

enumvarRL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370

GL_MIRRORED_REPEAT

enumvarRL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742

GL_MIRROR_CLAMP_EXT

enumvarRL_MODELVIEW = 0x1700

GL_MODELVIEW

enumvarRL_PROJECTION = 0x1701

GL_PROJECTION

enumvarRL_TEXTURE = 0x1702

GL_TEXTURE

enumvarRL_LINES = 0x0001

GL_LINES

enumvarRL_TRIANGLES = 0x0004

GL_TRIANGLES

enumvarRL_QUADS = 0x0007

GL_QUADS

enumvarRL_UNSIGNED_BYTE = 0x1401

GL_UNSIGNED_BYTE

enumvarRL_FLOAT = 0x1406

GL_FLOAT

enumvarRL_STREAM_DRAW = 0x88E0

GL_STREAM_DRAW

enumvarRL_STREAM_READ = 0x88E1

GL_STREAM_READ

enumvarRL_STREAM_COPY = 0x88E2

GL_STREAM_COPY

enumvarRL_STATIC_DRAW = 0x88E4

GL_STATIC_DRAW

enumvarRL_STATIC_READ = 0x88E5

GL_STATIC_READ

enumvarRL_STATIC_COPY = 0x88E6

GL_STATIC_COPY

enumvarRL_DYNAMIC_DRAW = 0x88E8

GL_DYNAMIC_DRAW

enumvarRL_DYNAMIC_READ = 0x88E9

GL_DYNAMIC_READ

enumvarRL_DYNAMIC_COPY = 0x88EA

GL_DYNAMIC_COPY

enumvarRL_FRAGMENT_SHADER = 0x8B30

GL_FRAGMENT_SHADER

enumvarRL_VERTEX_SHADER = 0x8B31

GL_VERTEX_SHADER

enumvarRL_COMPUTE_SHADER = 0x91B9

GL_COMPUTE_SHADER

enumvarRL_ZERO = 0

GL_ZERO

enumvarRL_ONE = 1

GL_ONE

enumvarRL_SRC_COLOR = 0x0300

GL_SRC_COLOR

enumvarRL_ONE_MINUS_SRC_COLOR = 0x0301

GL_ONE_MINUS_SRC_COLOR

enumvarRL_SRC_ALPHA = 0x0302

GL_SRC_ALPHA

enumvarRL_ONE_MINUS_SRC_ALPHA = 0x0303

GL_ONE_MINUS_SRC_ALPHA

enumvarRL_DST_ALPHA = 0x0304

GL_DST_ALPHA

enumvarRL_ONE_MINUS_DST_ALPHA = 0x0305

GL_ONE_MINUS_DST_ALPHA

enumvarRL_DST_COLOR = 0x0306

GL_DST_COLOR

enumvarRL_ONE_MINUS_DST_COLOR = 0x0307

GL_ONE_MINUS_DST_COLOR

enumvarRL_SRC_ALPHA_SATURATE = 0x0308

GL_SRC_ALPHA_SATURATE

enumvarRL_CONSTANT_COLOR = 0x8001

GL_CONSTANT_COLOR

enumvarRL_ONE_MINUS_CONSTANT_COLOR = 0x8002

GL_ONE_MINUS_CONSTANT_COLOR

enumvarRL_CONSTANT_ALPHA = 0x8003

GL_CONSTANT_ALPHA

enumvarRL_ONE_MINUS_CONSTANT_ALPHA = 0x8004

GL_ONE_MINUS_CONSTANT_ALPHA

enumvarRL_FUNC_ADD = 0x8006

GL_FUNC_ADD

enumvarRL_MIN = 0x8007

GL_MIN

enumvarRL_MAX = 0x8008

GL_MAX

enumvarRL_FUNC_SUBTRACT = 0x800A

GL_FUNC_SUBTRACT

enumvarRL_FUNC_REVERSE_SUBTRACT = 0x800B

GL_FUNC_REVERSE_SUBTRACT

enumvarRL_BLEND_EQUATION = 0x8009

GL_BLEND_EQUATION

enumvarRL_BLEND_EQUATION_RGB = 0x8009

GL_BLEND_EQUATION_RGB (Same as BLEND_EQUATION)

enumvarRL_BLEND_EQUATION_ALPHA = 0x883D

GL_BLEND_EQUATION_ALPHA

enumvarRL_BLEND_DST_RGB = 0x80C8

GL_BLEND_DST_RGB

enumvarRL_BLEND_SRC_RGB = 0x80C9

GL_BLEND_SRC_RGB

enumvarRL_BLEND_DST_ALPHA = 0x80CA

GL_BLEND_DST_ALPHA

enumvarRL_BLEND_SRC_ALPHA = 0x80CB

GL_BLEND_SRC_ALPHA

enumvarRL_BLEND_COLOR = 0x8005

GL_BLEND_COLOR

enumvarRL_SHADER_LOC_MAP_DIFFUSE = RL_SHADER_LOC_MAP_ALBEDO

Alias RL_SHADER_LOC_MAP_ALBEDO

enumvarRL_SHADER_LOC_MAP_SPECULAR = RL_SHADER_LOC_MAP_METALNESS

Alias RL_SHADER_LOC_MAP_METALNESS