Commit Graph

204 Commits

Author SHA1 Message Date
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
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
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...
...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
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
- fix gamepad axis query in example broken by db4585b Improved gamepad support
2016-05-20 11:03:44 -07:00