Merge branch 'develop' of https://github.com/raysan5/raylib into develop
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commit
515a7c3526
104
CHANGELOG
104
CHANGELOG
@ -7,16 +7,16 @@ Current Release: raylib 1.8.0 (Oct 2017)
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Release: raylib 1.8.0 (Oct 2017)
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-----------------------------------------------
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NOTE:
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In this release, multiple parts of the library have been reviewed again for consistency and simplification.
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It exposes more than 20 new functions in comparison with previous version and it improves overall programming experience.
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In this release, multiple parts of the library have been reviewed (again) for consistency and simplification.
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It exposes more than 30 new functions in comparison with previous version and it improves overall programming experience.
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BIG CHANGES:
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- Image generation functions: Gradient, Checked, Noise, Cellular...
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- Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...
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- New Image generation functions: Gradient, Checked, Noise, Cellular...
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- New Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...
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- New Shaders and Materials systems to support PBR materials
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- Custom Android toolchain for APK building with simple Makefile
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- Complete review of raymath functionality (Matrix, Quaternion)
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- Custom Android APK build pipeline with simple Makefile
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- Complete review of rlgl layer functionality
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- Complete review of raymath functionality
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detailed changes:
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[rlgl] RENAMED: rlglLoadTexture() to rlLoadTexture()
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@ -35,54 +35,60 @@ detailed changes:
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[rlgl] RENAMED: LoadDefaultShader() to LoadShaderDefault()
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[rlgl] RENAMED: LoadDefaultShaderLocations() to SetShaderDefaultLocations()
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[rlgl] RENAMED: UnloadDefaultShader() to UnLoadShaderDefault()
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// Texture maps generation (PBR)
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[rlgl] ADDED: rlGenMapCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture
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[rlgl] ADDED: rlGenMapIrradiance(Texture2D cubemap, int size); // Generate irradiance texture map
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[rlgl] ADDED: rlGenMapPrefilter(Texture2D cubemap, int size); // Generate prefilter texture map
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[rlgl] ADDED: rlGenMapBRDF(Texture2D cubemap, int size); // Generate BRDF texture map
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[core] ADDED: SetWindowTitle()
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[core] ADDED: GetExtension()
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[textures] ADDED: SaveImageAs()
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? [textures] ADDED: DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
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? [textures] ADDED: DrawRectangleT(int posX, int posY, int width, int height, Color color); // Draw rectangle using text character
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// Image generation functions
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[textures] ADDED: GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
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[textures] ADDED: GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
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[textures] ADDED: GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
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[textures] ADDED: GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
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[textures] ADDED: GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
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[textures] ADDED: GenImagePerlinNoise(int width, int height, float scale); // Generate image: perlin noise
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[textures] ADDED: GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
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// Texture maps generation (PBR)
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[textures] ADDED: GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
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[textures] ADDED: GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
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[textures] ADDED: GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
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[textures] ADDED: GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
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[models] REMOVED: LoadMeshEx()
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[models] REMOVED: UpdateMesh()
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[models] REMOVED: LoadHeightmap()
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[models] REMOVED: LoadCubicmap()
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[rlgl] ADDED: rlGenMapCubemap(), Generate cubemap texture map from HDR texture
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[rlgl] ADDED: rlGenMapIrradiance(), Generate irradiance texture map
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[rlgl] ADDED: rlGenMapPrefilter(), Generate prefilter texture map
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[rlgl] ADDED: rlGenMapBRDF(), Generate BRDF texture map
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[core] ADDED: SetWindowTitle(), Set title for window (only PLATFORM_DESKTOP)
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[core] ADDED: GetExtension(), Get file extension
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[shapes] REMOVED: DrawRectangleGradient(), replaced by DrawRectangleGradientV() and DrawRectangleGradientH()
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[shapes] ADDED: DrawRectangleGradientV(), Draw a vertical-gradient-filled rectangle
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[shapes] ADDED: DrawRectangleGradientH(), Draw a horizontal-gradient-filled rectangle
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[shapes] ADDED: DrawRectangleGradientEx(), Draw a gradient-filled rectangle with custom vertex colors
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[shapes] ADDED: DrawRectangleT(), Draw rectangle using text character
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[textures] ADDED: SaveImageAs(), Save image as PNG file
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[textures] ADDED: GenImageGradientV(), Generate image: vertical gradient
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[textures] ADDED: GenImageGradientH(), Generate image: horizontal gradient
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[textures] ADDED: GenImageGradientRadial(), Generate image: radial gradient
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[textures] ADDED: GenImageChecked(), Generate image: checked
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[textures] ADDED: GenImageWhiteNoise(), Generate image: white noise
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[textures] ADDED: GenImagePerlinNoise(), Generate image: perlin noise
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[textures] ADDED: GenImageCellular(), Generate image: cellular algorithm. Bigger tileSize means bigger cells
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[textures] ADDED: GenTextureCubemap(), Generate cubemap texture from HDR texture
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[textures] ADDED: GenTextureIrradiance(), Generate irradiance texture using cubemap data
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[textures] ADDED: GenTexturePrefilter(), Generate prefilter texture using cubemap data
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[textures] ADDED: GenTextureBRDF(), Generate BRDF texture using cubemap data
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[models] REMOVED: LoadMeshEx(), Mesh struct variables can be directly accessed
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[models] REMOVED: UpdateMesh(), very ineficient
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[models] REMOVED: LoadHeightmap(), use GenMeshHeightmap() and LoadModelFromMesh()
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[models] REMOVED: LoadCubicmap(), use GenMeshCubicmap() and LoadModelFromMesh()
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[models] RENAMED: LoadDefaultMaterial() to LoadMaterialDefault()
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// Mesh generation functions
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[models] ADDED: GenMeshPlane()
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[models] ADDED: GenMeshCube()
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[models] ADDED: GenMeshSphere()
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[models] ADDED: GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
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[models] ADDED: GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
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[models] ADDED: GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
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[models] ADDED: GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
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[models] ADDED: GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
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[models] ADDED: GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
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[raymath] Reviewed full Matrix functionality
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[raymath] Renamed Vector3 functions for consistency
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[models] ADDED: GenMeshPlane(), Generate plane mesh (with subdivisions)
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[models] ADDED: GenMeshCube(), Generate cuboid mesh
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[models] ADDED: GenMeshSphere(), Generate sphere mesh (standard sphere)
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[models] ADDED: GenMeshHemiSphere(), Generate half-sphere mesh (no bottom cap)
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[models] ADDED: GenMeshCylinder(), Generate cylinder mesh
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[models] ADDED: GenMeshTorus(), Generate torus mesh
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[models] ADDED: GenMeshKnot(), Generate trefoil knot mesh
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[models] ADDED: GenMeshHeightmap(), Generate heightmap mesh from image data
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[models] ADDED: GenMeshCubicmap(), Generate cubes-based map mesh from image data
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[raymath] REVIEW: full Matrix functionality to align with GLM in usage
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[raymath] RENAME: Vector3 functions for consistency: Vector*() renamed to Vector3*()
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[build] Integrate Android APK building into examples Makefile
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[example] ADDED:
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[example] ADDED:
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[example] ADDED:
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[build] Integrate Android APK building into templates Makefiles
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[build] Improved Visual Studio 2015 project, folders, references...
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[examples] Reviewed full collection to adapt to raylib changes
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[examples] [textures] ADDED: textures_image_generation
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[examples] [models] ADDED: models_mesh_generation
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[examples] [models] ADDED: models_material_pbr
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[examples] [models] ADDED: models_skybox
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[examples] [models] ADDED: models_yaw_pitch_roll
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[examples] [others] REVIEW: rlgl_standalone
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[examples] [others] REVIEW: audio_standalone
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[github] Moved raylib webpage to own repo: github.com/raysan5/raylib.com
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[games] Reviewed game: Koala Seasons
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[*] Updated STB libraries to latest version
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[*] Multiple bugs corrected (check github issues)
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-----------------------------------------------
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Release: raylib 1.7.0 (20 May 2017)
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@ -10,11 +10,13 @@ Note that [raylib source code](https://github.com/raysan5/raylib/tree/develop/sr
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- [ ] Basic GPU stats sytem (memory, draws, time...)
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- [ ] Improved custom file-format (.rres) and packaging tool
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- [ ] Touch-based camera controls for Android
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- [ ] Quaternions-based camera system
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**raylib 1.8**
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- [x] Improved Materials system with PBR support
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- [x] Procedural image generation functions (spot, gradient, noise...)
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- [x] Procedural mesh generation functions (cube, sphere...)
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- [x] Custom Android APK build pipeline (default Makefile)
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**raylib 1.7**
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- [x] Support configuration flags
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