Ray
c85dfd4bc6
Remove unecessary spaces...
2017-01-28 23:02:30 +01:00
Ray
37a64df7b9
Move lighting system out of raylib
...
Lighting is implemented as a raylib example now
2017-01-27 23:03:08 +01:00
raysan5
658c280669
Lattest PR review
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Function names, code formatting...
2017-01-05 19:33:05 +01:00
Joel Davis
d5d391faaf
Added RaycastMesh function and example test case
2017-01-02 21:56:25 -08:00
raysan5
d8bf84f118
Added mesh loading functions
2016-12-25 01:59:23 +01:00
Ray
814507906f
Improving rRES custom format support -IN PROGRESS-
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Start removing old rRES functions.
2016-12-17 19:05:40 +01:00
Ray
377dcb025f
Corrected some warnings
2016-12-05 01:14:18 +01:00
raysan5
f7b706263a
Some code tweaks
...
Correcting details that pop-up when testing the different platforms
2016-11-18 13:39:57 +01:00
raysan5
bee283b12b
Some tweaks around
2016-11-17 12:55:30 +01:00
raysan5
6d1b712a96
Reviewed modules comments
2016-11-16 18:46:13 +01:00
Ray
4245237892
Corrected SIGSEV bug
2016-11-13 23:47:28 +01:00
Ray
f16f39e8aa
code tweaks to avoid some warnings
2016-11-02 00:50:08 +01:00
raysan5
673dcf9436
Comments tweaks
2016-10-31 20:39:03 +01:00
Ray
8f60996b64
Corrected some warnings
2016-10-17 00:03:38 +02:00
raysan5
b082807b0b
Removed function: ResolveCollisionCubicmap()
...
Function was inefficient and should be rewritten from scratch, it
probably neither belongs to this module but an example...
2016-10-03 13:29:01 +02:00
raysan5
7f0880a735
Review spacing formatting
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raylib uses spaces between '+' and '-' signs but not between '*' and '/'
signs, it's a chosen convention
2016-09-12 19:36:41 +02:00
raysan5
a9ab516dae
Formatting tweaks
2016-08-31 10:27:29 +02:00
Teodor Stoenescu
384602e5b5
Merge remote-tracking branch 'upstream/develop' into develop
2016-08-31 09:32:08 +03:00
Teodor Stoenescu
d0cf19e035
Greater LoadOBJ() flexibility
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LoadOBJ can now load objects with having no texture coordinates or
objects having texture coordinates specified as tuples.
2016-08-31 09:24:39 +03:00
raysan5
959a228815
Removed useless spacing
2016-08-16 11:09:55 +02:00
raysan5
852813bdf1
Reviewed formatting
2016-08-15 16:35:25 +02:00
Teodor Stoenescu
6e20037f7d
Small fix for GenMeshCubicmap()
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This fix allows GenMeshCubicmap() to create cubic maps having cells of
arbitrary sizes.
2016-08-12 21:42:17 +03:00
Ray
eb9072a2f1
Renamed functions for consistency
2016-08-10 12:20:46 +02:00
Ray
2f9abe6e13
Review ResolveCollisionCubicmap()
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This function needs to be redesigned or removed...
2016-07-04 01:30:07 +02:00
raysan5
5f7ac64c44
Removed function SetModelTexture()
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It's more educational to go through new material system, so, I decide to
remove this function to avoid students confusion...
2016-06-24 19:49:36 +02:00
raysan5
68a02e567d
Avoid external variable whiteTexture
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To get it, use GetDefaultTexture()
2016-06-11 12:41:03 +02:00
raysan5
3e8427799c
Corrected bug on cubemap generation
2016-06-11 10:56:20 +02:00
Ray
17878550b1
Review heades usage
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This is a first step toward a bigger project. Some modules could be
ported to header-only to be used as standalone.
2016-06-02 01:26:44 +02:00
raysan5
302ec438dd
Removed colTint, tint color is colDiffuse
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Tint color could be applied to colDiffuse... but what's the best way?
Replace it? Multiply by? A point to think about...
2016-05-31 18:15:53 +02:00
Ray
caa7bc366b
Reviewed DrawLight() function and some tweaks
2016-05-31 00:51:55 +02:00
victorfisac
b0a0c5d431
Added tint color attribute to material data type
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It tints all fragments, ignores lighting. Useful for some features like
feedback (damage color, ...).
2016-05-30 19:55:13 +02:00
victorfisac
f2d61d4043
Remove normal depth
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Scaling normal depth (y axis) makes disappear the specular of
fragments... So I think it can be removed, it is not a very
useful/important attribute.
2016-05-30 19:43:35 +02:00
victorfisac
2e26ce235d
Add Draw3DCircle function and update raylib and rlgl header
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Draw3DCircle is useful to draw point lights radius.
2016-05-30 19:18:11 +02:00
victorfisac
dcd6942ed1
Fix small bug and spacing
2016-05-21 18:22:15 +02:00
victorfisac
30941c0dd1
Add Draw3DLine function and fixed MLT glossiness import value
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In standard shader, material glossiness is a value from 0 to 1000 like
in MLT files. So, it doesn't need to be normalized.
2016-05-21 18:10:06 +02:00
victorfisac
30c8058fca
Add standard lighting (1/3)
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- Ambient and lambert lighting added.
- Ambient and diffuse colors linked to standard shader.
- Single light linked to standard shader.
- LoadStandardMaterial() and depending functions added.
2016-05-20 17:18:07 +02:00
victorfisac
3fa6fdacf2
Improved MTL loading shininess value
2016-05-20 14:24:53 +02:00
victorfisac
90c62c4cc0
Fix small warning
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Material glossiness is a float type value...
2016-05-20 14:07:50 +02:00
raysan5
dcf5f45f68
Add lighting system -IN PROGRESS-
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Improved materials
2016-05-20 12:28:07 +02:00
raysan5
7d1d9ff143
Support DYNAMIC_DRAW mesh loading
2016-05-20 09:36:02 +02:00
raysan5
037edbaa13
Reorganize data for consistency
2016-05-18 13:22:14 +02:00
raysan5
aee5d9a390
Code tweak
2016-05-10 19:24:05 +02:00
raysan5
1ddf594d15
Added support for indexed mesh data
2016-05-10 18:24:28 +02:00
Ray
ac44db26a2
Added reference
2016-05-09 13:16:44 +02:00
Ray
3d0208223a
First implementation of MTL loading
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Not tested yet
2016-05-09 12:40:59 +02:00
Ray
dc4d5dabcd
Added MTL loading info
2016-05-09 01:18:46 +02:00
Ray
f7d4951165
Improved vertex attribs support for models
2016-05-08 23:50:35 +02:00
raysan5
0bcb873cbb
Improved mesh support
...
Depending on mesh data, it can be loaded and default vertex attribute
location points are set, including colors, tangents and texcoords2
2016-05-08 15:24:02 +02:00
raysan5
7ab008878a
Library redesign to accomodate materials system
2016-05-07 18:07:15 +02:00
raysan5
a66c8531d6
Some code simplifications
2016-04-03 18:31:42 +02:00