anchor.diff:  (defcfun "UnloadModel" :void
    (model (:struct %model)))
   
  -;;// Mesh loading/unloading functions
  -;;RLAPI Mesh *LoadMeshes(const char *fileName, int *meshCount);                                           // Load meshes from model file
  -(defcfun "LoadMeshes" :pointer
  - "Load meshes from model file"
  - (file-name :string)
  - (mesh-count :int))
  -
  -;;RLAPI void ExportMesh(Mesh mesh, const char *fileName);                                                 // Export mesh data to file
  -(defcfun "ExportMesh" :void
  - "Export mesh data to file"
  - (mesh (:struct %mesh))
  - (file-name :string))
  -
  -;;RLAPI void UnloadMesh(Mesh mesh);                                                                       // Unload mesh from memory (RAM and/or VRAM)
  -(defcfun "UnloadMesh" :void
  - "Unload mesh from memory (RAM and/or VRAM)"
  - (mesh (:struct %mesh)))
  -
  -;;
  -
  -
  +;;RLAPI void UnloadModelKeepMeshes(Model model);                                              // Unload model (but not meshes) from memory (RAM and/or VRAM)
  +(defcfun "UnloadModelKeepMeshes" :void
  +  (model (:struct %model)))
  +
  +;;RLAPI BoundingBox GetModelBoundingBox(Model model);                                         // Compute model bounding box limits (considers all meshes)
  +(defcfun "GetModelBoundingBox" (:struct %bounding-box)
  +  (model (:struct %model)))
  +;;
   ;;// Model drawing functions
   ;;RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
   (defcfun "DrawModel" :void
  
positive.code:   (with-foreign-slots ((id locs) pointer (:struct %shader))
      (list id locs)))
  
  ;;// MaterialMap
  ;;typedef struct MaterialMap {
  ;;    Texture2D texture;      // Material map texture
  
negative.code: (define-constant +camera-first-person+ 3)
  (define-constant +camera-third-person+ 4)
  
  ;;
  ;;// Camera projection
  ;;typedef enum {
  ;;    CAMERA_PERSPECTIVE = 0,         // Perspective projection
  