void rlMatrixMode(int mode); void rlPushMatrix(void); void rlPopMatrix(void); void rlLoadIdentity(void); void rlTranslatef(float x, float y, float z); void rlRotatef(float angleDeg, float x, float y, float z); void rlScalef(float x, float y, float z); void rlMultMatrixf(float *matf); void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar); void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar); void rlViewport(int x, int y, int width, int height); void rlBegin(int mode); void rlEnd(void); void rlVertex2i(int x, int y); void rlVertex2f(float x, float y); void rlVertex3f(float x, float y, float z); void rlTexCoord2f(float x, float y); void rlNormal3f(float x, float y, float z); void rlColor4ub(uint8_t r, uint8_t g, uint8_t b, uint8_t a); void rlColor3f(float x, float y, float z); void rlColor4f(float x, float y, float z, float w); void rlEnableTexture(unsigned int id); void rlDisableTexture(void); void rlTextureParameters(unsigned int id, int param, int value); void rlEnableRenderTexture(unsigned int id); void rlDisableRenderTexture(void); void rlEnableDepthTest(void); void rlDisableDepthTest(void); void rlEnableBackfaceCulling(void); void rlDisableBackfaceCulling(void); void rlEnableScissorTest(void); void rlDisableScissorTest(void); void rlScissor(int x, int y, int width, int height); void rlEnableWireMode(void); void rlDisableWireMode(void); void rlDeleteTextures(unsigned int id); void rlDeleteRenderTextures(RenderTexture2D target); void rlDeleteShader(unsigned int id); void rlDeleteVertexArrays(unsigned int id); void rlDeleteBuffers(unsigned int id); void rlClearColor(uint8_t r, uint8_t g, uint8_t b, uint8_t a); void rlClearScreenBuffers(void); void rlUpdateBuffer(int bufferId, void *data, int dataSize); unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic); void rlglInit(int width, int height); void rlglClose(void); void rlglDraw(void); int rlGetVersion(void); bool rlCheckBufferLimit(int vCount); void rlSetDebugMarker(const char *text); void rlLoadExtensions(void *loader); Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer); unsigned int rlLoadTextureCubemap(void *data, int size, int format); void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); void rlUnloadTexture(unsigned int id); void rlGenerateMipmaps(Texture2D *texture); void *rlReadTexturePixels(Texture2D texture); unsigned char *rlReadScreenPixels(int width, int height); RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture); void rlRenderTextureAttach(RenderTexture target, unsigned int id, int attachType); bool rlRenderTextureComplete(RenderTexture target); void rlLoadMesh(Mesh *mesh, bool dynamic); void rlUpdateMesh(Mesh mesh, int buffer, int num); void rlUpdateMeshAt(Mesh mesh, int buffer, int num, int index); void rlDrawMesh(Mesh mesh, Material material, Matrix transform); void rlUnloadMesh(Mesh mesh);