Update rlgl.h
- Fixed typo: changed `rlClearScreenBuffersEX()` to `rlClearScreenBuffersEx()`
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@ -712,7 +712,7 @@ RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo rende
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RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
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RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
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RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
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RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
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RLAPI void rlClearScreenBuffersEX(rlBufferBitFlags flags); // Clear used screen buffers (selectable with '|'-separated flags)
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RLAPI void rlClearScreenBuffersEx(rlBufferBitFlags flags); // Clear used screen buffers (selectable with '|'-separated flags)
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RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
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RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
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RLAPI void rlSetBlendMode(int mode); // Set blending mode
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RLAPI void rlSetBlendMode(int mode); // Set blending mode
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RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
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RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
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@ -2118,7 +2118,7 @@ void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned ch
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// Clears the depth buffer. Useful for drawing first person weapons over the
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// Clears the depth buffer. Useful for drawing first person weapons over the
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// rendered scene without them clipping through world geometry.
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// rendered scene without them clipping through world geometry.
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void rlClearScreenBuffersEX(rlBufferBitFlags flags)
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void rlClearScreenBuffersEx(rlBufferBitFlags flags)
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{
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{
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glClear(flags);
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glClear(flags);
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}
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}
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