Merge branch 'master' of https://github.com/raysan5/raylib
This commit is contained in:
commit
bb33033389
@ -70,7 +70,7 @@ int main(void)
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Vector2 virtualMouse = { 0 };
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virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
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virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
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virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight });
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virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ (float)gameScreenWidth, (float)gameScreenHeight });
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// Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui)
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//SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f);
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@ -35,7 +35,7 @@ int main(void)
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SetPhysicsGravity(0, 0);
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// Create random polygon physics body to shatter
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CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
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CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -50,7 +50,7 @@ int main(void)
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{
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ResetPhysics();
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CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
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CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
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}
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input
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@ -146,8 +146,8 @@ int main(void)
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// Draw the three models
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DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
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DrawModel(modelB, (Vector3){-1.6,0,0}, 1.0f, WHITE);
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DrawModel(modelC, (Vector3){ 1.6,0,0}, 1.0f, WHITE);
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DrawModel(modelB, (Vector3){-1.6f,0.0f,0.0f}, 1.0f, WHITE);
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DrawModel(modelC, (Vector3){ 1.6f,0.0f,0.0f}, 1.0f, WHITE);
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// Draw markers to show where the lights are
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if (lights[0].enabled) { DrawSphereEx(lights[0].position, 0.2f, 8, 8, WHITE); }
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@ -109,7 +109,7 @@ int main(void)
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BeginShaderMode(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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@ -75,7 +75,7 @@ int main(void)
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BeginShaderMode(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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EndShaderMode();
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EndDrawing();
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@ -102,21 +102,21 @@ int main(void)
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if (IsKeyDown(KEY_UP))
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{
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fogDensity += 0.001;
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if (fogDensity > 1.0) fogDensity = 1.0;
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fogDensity += 0.001f;
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if (fogDensity > 1.0f) fogDensity = 1.0f;
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}
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if (IsKeyDown(KEY_DOWN))
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{
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fogDensity -= 0.001;
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if (fogDensity < 0.0) fogDensity = 0.0;
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fogDensity -= 0.001f;
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if (fogDensity < 0.0f) fogDensity = 0.0f;
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}
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SetShaderValue(shader, fogDensityLoc, &fogDensity, SHADER_UNIFORM_FLOAT);
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// Rotate the torus
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f));
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f));
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// Update the light shader with the camera view position
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], &camera.position.x, SHADER_UNIFORM_VEC3);
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@ -132,10 +132,10 @@ int main(void)
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// Draw the three models
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DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
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DrawModel(modelB, (Vector3){ -2.6, 0, 0 }, 1.0f, WHITE);
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DrawModel(modelC, (Vector3){ 2.6, 0, 0 }, 1.0f, WHITE);
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DrawModel(modelB, (Vector3){ -2.6f, 0, 0 }, 1.0f, WHITE);
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DrawModel(modelC, (Vector3){ 2.6f, 0, 0 }, 1.0f, WHITE);
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for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ i, 0, 2 }, 1.0f, WHITE);
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for (int i = -20; i < 20; i += 2) DrawModel(modelA,(Vector3){ (float)i, 0, 2 }, 1.0f, WHITE);
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EndMode3D();
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@ -27,12 +27,12 @@
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// A few good julia sets
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const float pointsOfInterest[6][2] =
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{
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{ -0.348827, 0.607167 },
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{ -0.786268, 0.169728 },
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{ -0.8, 0.156 },
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{ 0.285, 0.0 },
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{ -0.835, -0.2321 },
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{ -0.70176, -0.3842 },
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{ -0.348827f, 0.607167f },
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{ -0.786268f, 0.169728f },
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{ -0.8f, 0.156f },
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{ 0.285f, 0.0f },
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{ -0.835f, -0.2321f },
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{ -0.70176f, -0.3842f },
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};
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int main(void)
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@ -116,22 +116,22 @@ int main(void)
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float sw = (float)GetScreenWidth();
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SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
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// Randomise the locations and velocities of the spotlights
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// and initialise the shader locations
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// Randomize the locations and velocities of the spotlights
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// and initialize the shader locations
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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spots[i].pos.x = GetRandomValue(64, screenWidth - 64);
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spots[i].pos.y = GetRandomValue(64, screenHeight - 64);
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spots[i].pos.x = GetRandomValue(64.0f, screenWidth - 64.0f);
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spots[i].pos.y = GetRandomValue(64.0f, screenHeight - 64.0f);
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spots[i].vel = (Vector2){ 0, 0 };
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while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
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{
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spots[i].vel.x = GetRandomValue(-40, 40)/10.0;
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spots[i].vel.y = GetRandomValue(-40, 40)/10.0;
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spots[i].vel.x = GetRandomValue(-400.f, 40.0f) / 10.0f;
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spots[i].vel.y = GetRandomValue(-400.f, 40.0f) / 10.0f;
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}
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spots[i].inner = 28 * (i + 1);
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spots[i].radius = 48 * (i + 1);
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spots[i].inner = 28.0f * (i + 1);
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spots[i].radius = 48.0f * (i + 1);
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SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
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SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
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@ -184,14 +184,14 @@ int main(void)
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for (int n = 0; n < MAX_STARS; n++)
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{
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// Single pixel is just too small these days!
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DrawRectangle(stars[n].pos.x, stars[n].pos.y, 2, 2, WHITE);
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DrawRectangle((int)stars[n].pos.x, (int)stars[n].pos.y, 2, 2, WHITE);
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}
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for (int i = 0; i < 16; i++)
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{
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DrawTexture(texRay,
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(screenWidth/2.0) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2) - 32,
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(screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2), WHITE);
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(screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32,
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(screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f), WHITE);
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}
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// Draw spot lights
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@ -45,9 +45,9 @@ int main(void)
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DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines
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DrawRectangleGradientH(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
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DrawTriangle((Vector2){screenWidth/4*3, 80},
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(Vector2){screenWidth/4*3 - 60, 150},
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(Vector2){screenWidth/4*3 + 60, 150}, VIOLET);
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DrawTriangle((Vector2){screenWidth/4.0f *3.0f, 80.0f},
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(Vector2){screenWidth/4.0f *3.0f - 60.0f, 150.0f},
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(Vector2){screenWidth/4.0f *3.0f + 60.0f, 150.0f}, VIOLET);
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DrawPoly((Vector2){screenWidth/4*3, 320}, 6, 80, 0, BROWN);
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@ -57,9 +57,9 @@ int main(void)
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// this way, all LINES are rendered in a single draw pass
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DrawLine(18, 42, screenWidth - 18, 42, BLACK);
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DrawCircleLines(screenWidth/4, 340, 80, DARKBLUE);
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DrawTriangleLines((Vector2){screenWidth/4*3, 160},
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(Vector2){screenWidth/4*3 - 20, 230},
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(Vector2){screenWidth/4*3 + 20, 230}, DARKBLUE);
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DrawTriangleLines((Vector2){screenWidth/4.0f*3.0f, 160.0f},
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(Vector2){screenWidth/4.0f*3.0f - 20.0f, 230.0f},
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(Vector2){screenWidth/4.0f*3.0f + 20.0f, 230.0f}, DARKBLUE);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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@ -37,10 +37,10 @@ int main(void)
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// Fills colorsRecs data (for every rectangle)
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for (int i = 0; i < MAX_COLORS_COUNT; i++)
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{
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colorsRecs[i].x = 20 + 100*(i%7) + 10*(i%7);
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colorsRecs[i].y = 80 + 100*(i/7) + 10*(i/7);
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colorsRecs[i].width = 100;
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colorsRecs[i].height = 100;
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colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7);
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colorsRecs[i].y = 80.0f + 100.0f *(i/7) + 10.0f *(i/7);
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colorsRecs[i].width = 100.0f;
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colorsRecs[i].height = 100.0f;
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}
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int colorState[MAX_COLORS_COUNT] = { 0 }; // Color state: 0-DEFAULT, 1-MOUSE_HOVER
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@ -22,12 +22,12 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
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Vector2 scleraLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
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Vector2 scleraRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2 };
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Vector2 scleraLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
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Vector2 scleraRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
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float scleraRadius = 80;
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Vector2 irisLeftPosition = { GetScreenWidth()/2 - 100, GetScreenHeight()/2 };
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Vector2 irisRightPosition = { GetScreenWidth()/2 + 100, GetScreenHeight()/2};
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Vector2 irisLeftPosition = { GetScreenWidth()/2.0f - 100.0f, GetScreenHeight()/2.0f };
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Vector2 irisRightPosition = { GetScreenWidth()/2.0f + 100.0f, GetScreenHeight()/2.0f };
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float irisRadius = 24;
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float angle = 0.0f;
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@ -22,7 +22,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines");
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Vector2 start = { 0, 0 };
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Vector2 end = { screenWidth, screenHeight };
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Vector2 end = { (float)screenWidth, (float)screenHeight };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -35,8 +35,8 @@ int main(void)
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// NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
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GenTextureMipmaps(&font.texture);
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float fontSize = font.baseSize;
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Vector2 fontPosition = { 40, screenHeight/2 - 80 };
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float fontSize = (float)font.baseSize;
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Vector2 fontPosition = { 40.0f, screenHeight/2.0f - 80.0f };
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Vector2 textSize = { 0.0f, 0.0f };
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// Setup texture scaling filter
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@ -86,7 +86,7 @@ int main(void)
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if (IsFileExtension(droppedFiles[0], ".ttf"))
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{
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UnloadFont(font);
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font = LoadFontEx(droppedFiles[0], fontSize, 0, 0);
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font = LoadFontEx(droppedFiles[0], (int)fontSize, 0, 0);
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ClearDroppedFiles();
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}
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}
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@ -38,14 +38,14 @@ int main(void)
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Font font2 = LoadFont("resources/custom_alagard.png"); // Font loading
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Font font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading
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Vector2 fontPosition1 = { screenWidth/2 - MeasureTextEx(font1, msg1, (float)font1.baseSize, -3).x/2,
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screenHeight/2 - font1.baseSize/2 - 80 };
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Vector2 fontPosition1 = { screenWidth/2.0f - MeasureTextEx(font1, msg1, (float)font1.baseSize, -3).x/2,
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screenHeight/2.0f - font1.baseSize/2.0f - 80.0f };
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Vector2 fontPosition2 = { screenWidth/2 - MeasureTextEx(font2, msg2, (float)font2.baseSize, -2).x/2,
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screenHeight/2 - font2.baseSize/2 - 10 };
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Vector2 fontPosition2 = { screenWidth/2.0f - MeasureTextEx(font2, msg2, (float)font2.baseSize, -2.0f).x/2.0f,
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screenHeight/2.0f - font2.baseSize/2.0f - 10.0f };
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Vector2 fontPosition3 = { screenWidth/2.0f - MeasureTextEx(font3, msg3, (float)font3.baseSize, 2).x/2,
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screenHeight/2.0f - font3.baseSize/2 + 50 };
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Vector2 fontPosition3 = { screenWidth/2.0f - MeasureTextEx(font3, msg3, (float)font3.baseSize, 2.0f).x/2.0f,
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screenHeight/2.0f - font3.baseSize/2.0f + 50.0f };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -52,8 +52,8 @@ int main(void)
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for (int i = 0; i < MAX_FONTS; i++)
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{
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positions[i].x = screenWidth/2.0f - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2.0f, spacings[i]).x/2.0f;
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positions[i].y = 60 + fonts[i].baseSize + 45*i;
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positions[i].x = screenWidth/2.0f - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2.0f, (float)spacings[i]).x/2.0f;
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positions[i].y = 60.0f + fonts[i].baseSize + 45.0f*i;
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}
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// Small Y position corrections
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@ -29,14 +29,14 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
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bool resizing = false;
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bool wordWrap = true;
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Rectangle container = { 25, 25, screenWidth - 50, screenHeight - 250};
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Rectangle container = { 25.0f, 25.0f, screenWidth - 50.0f, screenHeight - 250.0f };
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Rectangle resizer = { container.x + container.width - 17, container.y + container.height - 17, 14, 14 };
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// Minimum width and heigh for the container rectangle
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const float minWidth = 60;
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const float minHeight = 60;
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const float maxWidth = screenWidth - 50;
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const float maxHeight = screenHeight - 160;
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const float maxWidth = screenWidth - 50.0f;
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const float maxHeight = screenHeight - 160.0f;
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Vector2 lastMouse = { 0.0f, 0.0f }; // Stores last mouse coordinates
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Color borderColor = MAROON; // Container border color
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@ -99,7 +99,7 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
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// Draw bottom info
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DrawRectangle(0, screenHeight - 54, screenWidth, 54, GRAY);
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DrawRectangleRec((Rectangle){ 382, screenHeight - 34, 12, 12 }, MAROON);
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DrawRectangleRec((Rectangle){ 382.0f, screenHeight - 34.0f, 12.0f, 12.0f }, MAROON);
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DrawText("Word Wrap: ", 313, screenHeight-115, 20, BLACK);
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if (wordWrap) DrawText("ON", 447, screenHeight - 115, 20, RED);
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|
@ -177,7 +177,7 @@ int main(void)
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// Draw drawing circle for reference
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if (mousePos.y > 50)
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{
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if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) DrawCircleLines(mousePos.x, mousePos.y, brushSize, GRAY);
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if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) DrawCircleLines((int)mousePos.x, (int)mousePos.y, brushSize, GRAY);
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else DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorSelected]);
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}
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|
@ -32,8 +32,8 @@ int main(void)
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Texture2D explosion = LoadTexture("resources/explosion.png");
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// Init variables for animation
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int frameWidth = explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width
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int frameHeight = explosion.height/NUM_LINES; // Sprite one frame rectangle height
|
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float frameWidth = explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width
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float frameHeight = explosion.height/NUM_LINES; // Sprite one frame rectangle height
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int currentFrame = 0;
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int currentLine = 0;
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@ -89,8 +89,8 @@ int main(void)
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}
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}
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||||
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frameRec.x = (float)frameWidth*currentFrame;
|
||||
frameRec.y = (float)frameHeight*currentLine;
|
||||
frameRec.x = frameWidth*currentFrame;
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||||
frameRec.y = frameHeight*currentLine;
|
||||
//----------------------------------------------------------------------------------
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||||
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||||
// Draw
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||||
|
@ -210,7 +210,7 @@
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>raylib.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
@ -228,7 +228,7 @@
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>raylib.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'">
|
||||
@ -245,7 +245,7 @@
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>raylib.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<PostBuildEvent>
|
||||
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||
@ -266,7 +266,7 @@
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>raylib.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<PostBuildEvent>
|
||||
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||
@ -291,7 +291,7 @@
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -313,7 +313,7 @@
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -335,7 +335,7 @@
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
<PostBuildEvent>
|
||||
@ -363,7 +363,7 @@
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
<PostBuildEvent>
|
||||
|
@ -39,7 +39,7 @@
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>shaders_rlgl_mesh_instanced</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
<ProjectName>shaders_rlgl_mesh_instanced</ProjectName>
|
||||
<ProjectName>shaders_mesh_instancing</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
@ -373,14 +373,14 @@
|
||||
<Message>Copy Release DLL to output directory</Message>
|
||||
</PostBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\examples\shaders\shaders_rlgl_mesh_instanced.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\examples\shaders\shaders_mesh_instancing.c" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
@ -239,7 +239,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_postprocessing", "e
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_raymarching", "examples\shaders_raymarching.vcxproj", "{D36EC43E-B31F-4CF4-8285-93A7A9D90189}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_rlgl_mesh_instanced", "examples\shaders_rlgl_mesh_instanced.vcxproj", "{274C0319-7E1E-4188-936B-8DF3331230B3}"
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_mesh_instancing", "examples\shaders_mesh_instancing.vcxproj", "{274C0319-7E1E-4188-936B-8DF3331230B3}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_shapes_textures", "examples\shaders_shapes_textures.vcxproj", "{41BBCC10-CFDE-48A1-B2E0-A0EC6A668629}"
|
||||
EndProject
|
||||
@ -654,7 +654,6 @@ Global
|
||||
{A643BB06-735D-47F3-BFE7-B6D3C36F7097}.Release|x86.ActiveCfg = Release|Win32
|
||||
{A643BB06-735D-47F3-BFE7-B6D3C36F7097}.Release|x86.Build.0 = Release|Win32
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug|x64.ActiveCfg = Debug|x64
|
||||
@ -662,7 +661,6 @@ Global
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug|x86.Build.0 = Debug|Win32
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release|x64.ActiveCfg = Release|x64
|
||||
@ -2254,7 +2252,6 @@ Global
|
||||
{6237BEDE-BAAA-4A06-9C5E-8089BAA14C8B}.Release|x86.ActiveCfg = Release|Win32
|
||||
{6237BEDE-BAAA-4A06-9C5E-8089BAA14C8B}.Release|x86.Build.0 = Release|Win32
|
||||
{C8765523-58F8-4C8E-9914-693396F6F0FF}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{C8765523-58F8-4C8E-9914-693396F6F0FF}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{C8765523-58F8-4C8E-9914-693396F6F0FF}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{C8765523-58F8-4C8E-9914-693396F6F0FF}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{C8765523-58F8-4C8E-9914-693396F6F0FF}.Debug|x64.ActiveCfg = Debug|x64
|
||||
@ -2262,7 +2259,6 @@ Global
|
||||
{C8765523-58F8-4C8E-9914-693396F6F0FF}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{C8765523-58F8-4C8E-9914-693396F6F0FF}.Debug|x86.Build.0 = Debug|Win32
|
||||
{C8765523-58F8-4C8E-9914-693396F6F0FF}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{C8765523-58F8-4C8E-9914-693396F6F0FF}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{C8765523-58F8-4C8E-9914-693396F6F0FF}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{C8765523-58F8-4C8E-9914-693396F6F0FF}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{C8765523-58F8-4C8E-9914-693396F6F0FF}.Release|x64.ActiveCfg = Release|x64
|
||||
|
Binary file not shown.
@ -1830,6 +1830,7 @@ void rlLoadExtensions(void *loader)
|
||||
TRACELOG(LOG_INFO, " > Version: %s", glGetString(GL_VERSION));
|
||||
TRACELOG(LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
// NOTE: Anisotropy levels capability is an extension
|
||||
#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
|
||||
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
|
||||
@ -1882,7 +1883,9 @@ void rlLoadExtensions(void *loader)
|
||||
if (RLGL.ExtSupported.texCompETC2) TRACELOG(LOG_INFO, "GL: ETC2/EAC compressed textures supported");
|
||||
if (RLGL.ExtSupported.texCompPVRT) TRACELOG(LOG_INFO, "GL: PVRT compressed textures supported");
|
||||
if (RLGL.ExtSupported.texCompASTC) TRACELOG(LOG_INFO, "GL: ASTC compressed textures supported");
|
||||
#endif
|
||||
#endif // SUPPORT_GL_DETAILS_INFO
|
||||
|
||||
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
||||
}
|
||||
|
||||
// Returns current OpenGL version
|
||||
|
Loading…
x
Reference in New Issue
Block a user