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I'm following a Raylib example about compute shaders (specifically this one). In the code they are using these functions to load and update the shader buffer:
unsigned int ssboA = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY);
// some code
rlUpdateShaderBuffer(ssboTransfert, &transfertBuffer, sizeof(GolUpdateSSBO), 0);
I cannot find these functions in Odin bindings for Raylib. Could someone please point me in the right direction?
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Hi,
I'm following a Raylib example about compute shaders (specifically this one). In the code they are using these functions to load and update the shader buffer:
I cannot find these functions in Odin bindings for Raylib. Could someone please point me in the right direction?
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