Added void rlClearDepthBuffer(void) to clear the depth buffer. Very useful for making FPS games.
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@ -2108,6 +2108,13 @@ void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned ch
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glClearColor(cr, cg, cb, ca);
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glClearColor(cr, cg, cb, ca);
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}
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}
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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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void rlClearDepthBuffer(void)
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{
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glClear(GL_DEPTH_BUFFER_BIT); // Beats having to #import <GL/gl.h> just to call this one function.
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}
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// Clear used screen buffers (color and depth)
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// Clear used screen buffers (color and depth)
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void rlClearScreenBuffers(void)
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void rlClearScreenBuffers(void)
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{
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{
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@ -5364,4 +5371,4 @@ static Matrix rlMatrixInvert(Matrix mat)
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}
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}
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#endif
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#endif
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#endif // RLGL_IMPLEMENTATION
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#endif // RLGL_IMPLEMENTATION
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