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6 changes: 6 additions & 0 deletions doc/APIreference/functions.rst
Original file line number Diff line number Diff line change
Expand Up @@ -1504,6 +1504,9 @@ Unmount a previously mounted ResourceProvider; return 0: success, -1: not found
Add file to VFS. The directory argument is optional and can be NULL or empty. Returns 0 on success,
2 on name collision, or -1 when an internal error occurs.

VFS first attempts to match a full path. If this fails, it falls back to a case-insensitive match on
the basename. For example, an entry named ``assets/Cube.OBJ`` can be found as ``cube.obj``.

*Nullable:* ``directory``

.. _mj_addBufferVFS:
Expand All @@ -1515,6 +1518,9 @@ Add file to VFS. The directory argument is optional and can be NULL or empty. Re

Add file to VFS from buffer; return 0: success, 2: repeated name, -1: failed to load.

VFS first attempts to match a full path. If this fails, it falls back to a case-insensitive match on
the basename. For example, an entry named ``assets/Cube.OBJ`` can be found as ``cube.obj``.

.. _mj_deleteFileVFS:

`mj_deleteFileVFS <#mj_deleteFileVFS>`__
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10 changes: 10 additions & 0 deletions doc/APIreference/functions_override.rst
Original file line number Diff line number Diff line change
Expand Up @@ -23,8 +23,18 @@ Initialize an empty VFS, :ref:`mj_deleteVFS` must be called to deallocate the VF
Add file to VFS. The directory argument is optional and can be NULL or empty. Returns 0 on success,
2 on name collision, or -1 when an internal error occurs.

VFS first attempts to match a full path. If this fails, it falls back to a case-insensitive match on
the basename. For example, an entry named ``assets/Cube.OBJ`` can be found as ``cube.obj``.

*Nullable:* ``directory``

.. _mj_addBufferVFS:

Add file to VFS from buffer; return 0: success, 2: repeated name, -1: failed to load.

VFS first attempts to match a full path. If this fails, it falls back to a case-insensitive match on
the basename. For example, an entry named ``assets/Cube.OBJ`` can be found as ``cube.obj``.

.. _Assetcache:

The asset cache is a mechanism for caching assets (e.g. textures, meshes, etc.) to avoid repeated slow recompilation.
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