raysan5
478d3cbb79
Added standard shader for testing
2016-09-21 12:28:49 +02:00
raysan5
79c8eb543e
Corrected audio bugs and improved examples
2016-09-15 11:53:16 +02:00
Ray
bd26b66c27
Updated compiling notes
2016-08-15 16:18:04 +02:00
raysan5
7e36727328
Visual Studio 2015 project
2016-08-08 17:22:26 +02:00
raysan5
7fbd821727
Some code review tweaks
2016-08-07 13:51:01 +02:00
Ray
2c079d7c6e
Review Lua examples and formatting
2016-08-07 11:14:08 +02:00
ghassanpl
6f27941e28
GetDroppedFiles and SetShaderValue in Lua working
...
Exposed Texture2D.id to Lua
Lights now have settable/gettable fields
2016-08-06 21:51:08 +02:00
raysan5
865b216ebe
Updated Lua examples
...
Most of the examples already working! Only some of them still fail,
mostly related to data arrays...
2016-08-06 19:29:58 +02:00
ghassanpl
4960e6b6d7
Fixes for some Lua bugs
2016-08-06 16:58:48 +02:00
raysan5
ae70540a96
Added example audio_raw_stream
2016-08-06 11:32:53 +02:00
raysan5
00c7e54d3c
Add raylib lua examples
2016-08-06 11:32:35 +02:00
raysan5
735968e685
[rlua] new module: raylib Lua binding
2016-08-03 21:38:21 +02:00
raysan5
d3d9aaceb1
Updated and comments
2016-08-03 09:26:30 +02:00
raysan5
68d647c1af
Complete review and update
...
Simplified module for Music and AudioStream
Added support for raw audio streaming (with example)
2016-08-02 17:32:24 +02:00
raysan5
58d2f70b7e
Review audio module and examples
2016-08-01 21:37:45 +02:00
raysan5
02c456432d
Complete review of audio system
...
Still some work left...
2016-08-01 12:49:17 +02:00
Ray
13ebc745fe
Corrected bug on Linux linking
2016-07-30 10:03:32 +02:00
raysan5
9e8232d750
Redesigned bloom shader to work on RPI
2016-07-25 19:44:21 +02:00
raysan5
c604b53f78
Corrected issue with paths on RPI
2016-07-25 19:43:59 +02:00
raysan5
40fbe9da81
Added new example to makefile
2016-07-17 18:27:32 +02:00
raysan5
8328353204
New example: XM module playing
2016-07-17 17:27:49 +02:00
raysan5
f1f51bd9b6
Updated examples screenshots
2016-07-17 12:25:22 +02:00
raysan5
1eafa7020d
Oculus Rift example with rlgl standalone
2016-07-16 22:41:31 +02:00
raysan5
52cb0d709a
Code tweaks and comments
2016-07-16 22:40:51 +02:00
raysan5
0ba349bdf2
Removed oculus glfw sample (already on raylib)
...
Replaced by example rlgl_oculus_rift
2016-07-16 19:52:32 +02:00
raysan5
be551d7707
Review comment
2016-07-16 19:25:24 +02:00
raysan5
bfb5ffedda
Added rlgl standalone sample
2016-07-16 19:25:15 +02:00
raysan5
a05150392a
Added audio standalone sample
2016-07-16 19:24:08 +02:00
raysan5
3876f19d6a
Corrected some issues on OpenGL ES
2016-07-12 01:54:47 +02:00
Ray
84d1b19f61
Added custom Oculus CV1 parameters
...
Matching the same stereo rendering result given by Oculus PC SDK for
Oculus Rift CV1 is very difficult because hardware has changed a lot and
DK2 distortion shader and parameters don't fit on CV1. Some custom
parameters have been calculated to simulate kind of CV1 stereo
rendering. Further work is required on this point.
2016-07-11 14:43:58 +02:00
Ray
d587cc0e36
Setup values for Oculus Rift DK2
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Oculus Rift CV1 default values seem not to be available...
2016-07-10 20:07:54 +02:00
raysan5
884e13ac2f
Updated VR support -IN PROGRESS-
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- Embedded VR distortion shader
- Ready to support multiple VR devices
- Fallback to VR Simulator if device not ready
- Support mono rendering over stereo rendering
2016-07-08 20:32:06 +02:00
raysan5
09cc27ca7a
Added screenshot for example core_oculus_rift
2016-07-06 08:47:19 +02:00
Ray
bc80174357
VR Functions renaming (for generic HMD device)
...
Stereo rendering has been moved again to Begin3dMode() and End3dMode(),
it has some limitations but makes more sense...
2016-07-06 00:54:38 +02:00
raysan5
2ff2096b36
Moved Oculus enable drawing to user side...
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Still thinking about the best way to manage this...
2016-07-04 18:35:50 +02:00
Ray
ee72654b55
Redesigned stereo rendering mechanism
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Now it's easier for the user! Just init Oculus device and get stereo
rendering!
2016-07-04 01:29:23 +02:00
Ray
f88c95ce2d
Updated examples and makefile
2016-06-30 00:26:56 +02:00
raysan5
be61d2f8c1
Added missing parameter
2016-06-27 20:09:10 +02:00
raysan5
6fbf6a1c23
Redesigned distortion shader, added chromatic aberration
2016-06-27 19:18:53 +02:00
raysan5
5a4eb34c39
Corrected issue on distortion shader
2016-06-27 18:59:03 +02:00
raysan5
c4922c9e88
Reorganize shaders to respective folders
2016-06-27 18:32:56 +02:00
raysan5
e977915577
Review examples makefile for RPI
2016-06-27 18:31:23 +02:00
raysan5
a8bed54586
Corrected stream playing with index
2016-06-27 18:30:18 +02:00
raysan5
9127b5a57d
Enable/Disable VR experience
2016-06-26 15:36:12 +02:00
Ray
4ff85c2ac2
Added notes about chromatic aberration
2016-06-26 10:22:17 +02:00
raysan5
8fb84d9e63
Updated to new rlgl
2016-06-25 23:29:03 +02:00
raysan5
f9f33926f7
Corrected window size to unify with other examples
2016-06-25 22:41:45 +02:00
raysan5
5f7ac64c44
Removed function SetModelTexture()
...
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
e913de58c7
Added distortion shader for testing
2016-06-21 13:45:35 +02:00
raysan5
c28a5fbd62
Code tweak
2016-06-21 13:44:56 +02:00
Ray
6062201e8f
Simplify Oculus example...
...
...to align it with standard raylib code. Final goal would be having the
same code work for every platform with no changes...
2016-06-21 08:59:29 +02:00
Ray
24c9b1f717
Improving Oculus Rift example...
...
Under design... looking for the easiest and most comprehensive way for
the user to use VR...
2016-06-17 13:54:45 +02:00
Ray
3468af213f
Reviewing Oculus rendering...
2016-06-15 00:54:55 +02:00
victorfisac
1879a8129e
Fixed little bug in physac example
2016-06-14 20:40:12 +02:00
victorfisac
4e84ded7ef
Fixed spacing and set UpdatePhysics() function as static...
...
and remove static from PhysicsThread().
2016-06-14 20:38:49 +02:00
victorfisac
1a8fbe5cf0
Add pthread external library to source...
...
and add instructions in physac examples to run it successful.
2016-06-14 20:31:48 +02:00
victorfisac
54537e8f0b
Fixed bug in delta time calculation...
...
and added PHYSAC_NO_THREADS define. Improved physac example drawing
frames per second in screen.
2016-06-14 20:23:46 +02:00
victorfisac
c9c1263e6f
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
2016-06-14 19:16:24 +02:00
raysan5
d1a5374ac4
raylib Oculus Rift CV1 example... IT WORKS!!!
2016-06-14 18:38:57 +02:00
raysan5
56bd9da07c
Update Oculus sample (will be moved soon)
2016-06-14 18:37:06 +02:00
raysan5
97fc266ad4
Updated raylib Oculus example
2016-06-14 17:20:00 +02:00
victorfisac
6a2bbae521
Updated physics examples with new module changes
2016-06-12 22:07:36 +02:00
victorfisac
4c43a40788
Update physac examples with fixed timestep method
2016-06-11 19:11:30 +02:00
victorfisac
77f599885d
Fixed GLSL 100 shaders
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texture() doesn't exist in glsl 100, it must use texture2D().
2016-06-10 00:59:48 +02:00
raysan5
3c1be60c66
Updated examples for new physac header-only
2016-06-09 20:02:42 +02:00
Ray
374e3e7e11
Updated to raylib 1.5
2016-06-09 01:23:07 +02:00
Ray
904ef0d4be
Adjust to standard example screen size
2016-06-08 22:55:38 +02:00
Ray
2d90cc59b6
Update distortion.fs
2016-06-08 18:48:25 +02:00
Ray
5576dea00b
Rename raylib_rlgl_standalone.c to rlgl_standalone.c
2016-06-08 18:27:43 +02:00
raysan5
b79ede4edb
Added distortion shader to render
2016-06-08 13:29:56 +02:00
Ray
79a6235811
Stereo rendering test
...
Trying to simulate Oculus Rift CV1 rendering without the device... for
Debug pourposes.
2016-06-08 00:32:34 +02:00
Ray
c99fc5108e
Update screenshot
2016-06-08 00:31:00 +02:00
Ray
ee795150fa
Updated some code
2016-06-07 23:44:53 +02:00
raysan5
5631f822bd
Reorganized device init/close
2016-06-07 20:46:03 +02:00
raysan5
b574e105dd
Basic raylib Oculus Rift template for reference
...
Not functional yet...
2016-06-03 18:08:50 +02:00
raysan5
501ef80bed
Updated camera 2d example
2016-06-03 13:22:24 +02:00
Ray
e2173922f0
Update eye render pose with layer data
2016-06-03 00:46:56 +02:00
raysan5
4bc339ea4e
Updated Oculus sample
2016-06-02 20:25:11 +02:00
raysan5
8f91ed81c5
Updated Oculus sample to Oculus SDK 1.4
...
Still working on the sample but almost finished. Some rlgl internals
redesign required and it will be ready!
2016-05-31 20:08:36 +02:00
raysan5
d17a0cee1a
Review text formatting (spacing, tabs...)
2016-05-31 19:12:37 +02:00
raysan5
302ec438dd
Removed colTint, tint color is colDiffuse
...
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
raysan5
cac2a66deb
Improved library consistency
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Functions renamed to improve library consistency
2016-05-31 17:11:02 +02:00
Ray
caa7bc366b
Reviewed DrawLight() function and some tweaks
2016-05-31 00:51:55 +02:00
victorfisac
11cf455fe0
Standard Lighting (3/3)
...
- Added normal and specular maps to standard shader.
- Added full tint attribute to standard shader and material data type.
- Changed point light attenuation to radius.
2016-05-30 19:59:21 +02:00
victorfisac
0ff26f527f
Added normal and specular maps logic to standard...
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...shader and updated example.
2016-05-30 19:26:17 +02:00
victorfisac
5c32cf2095
Add 'dwarf' model normal and specular maps to resources folder
2016-05-30 19:19:15 +02:00
victorfisac
ae2d0d4cd8
Delete old example mesh resource file
2016-05-29 22:41:23 +02:00
raysan5
ea5b00528b
Improved render to texture
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Support render texture size different than screen size
2016-05-29 11:49:13 +02:00
raysan5
48374c85dd
Some tweaks
...
It seems there are some problems with DrawLights()
2016-05-23 11:25:04 +02:00
victorfisac
dcd6942ed1
Fix small bug and spacing
2016-05-21 18:22:15 +02:00
victorfisac
c320a21f2b
Add standard lighting (2/3)
...
- 3 light types added (point, directional, spot).
- DrawLights() function added using line shapes.
- Standard lighting example added.
- Removed useless struct variables from material and light.
- Fixed light attributes dynamic locations errors.
- Standard vertex and fragment shaders temporally added until rewrite it
as char pointers in rlgl.
TODO:
- Add normal and specular maps calculations in standard shader.
- Add control structs to handle which attributes needs to be calculated
(textures, specular...).
- Adapt standard shader to version 110.
- Rewrite standard shader as char pointers in rlgl.
2016-05-21 18:16:39 +02:00
victorfisac
80eb4f3f50
Remove deprecated phong lighting shaders and example
2016-05-21 18:11:25 +02:00
Gordon McShane
c0983f3400
fix example
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- fix gamepad axis query in example broken by db4585b
Improved gamepad support
2016-05-20 11:03:44 -07:00
raysan5
c9e30f7754
Review struct typedef to avoid pointers for users
2016-05-20 10:53:31 +02:00
raysan5
bc08271da3
Updated shaders with comments
2016-05-18 12:04:27 +02:00
Ray
0e29aa2951
Corrected function name
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texture2D() is deprecated on GLSL 330
2016-05-17 00:39:56 +02:00
Chris Hemingway
b62bbb78ed
Fix building examples on OSX
2016-05-13 23:01:48 +01:00
raysan5
29761c2519
Testing new material usage
2016-05-07 18:29:04 +02:00
raysan5
ba60918eaa
Updated Oculus sample
...
Now GLFW3 windows/context creation works ok and a sample red rectangle
has been drawn using rlgl. Next step is working in tracking
position/orientation maths and try to get a simple 3d scene...
2016-05-04 20:25:32 +02:00
raysan5
fd67e31f63
Renamed function for consistency
2016-05-03 19:27:06 +02:00