Joshua Reisenauer
299ae7a4bd
new trace logs and optimizations
2016-04-26 16:50:07 -07:00
Joshua Reisenauer
3104d3d6cd
small fix for streaming
...
There is still an issue where audio will cut off after a brief moment
2016-04-25 22:18:49 -07:00
Joshua Reisenauer
04d9deac92
setting up openal
2016-04-25 20:05:03 -07:00
Joshua Reisenauer
f12754b01f
quick fix
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Boolean errors
2016-04-25 18:40:19 -07:00
Ray
f9bbce0da7
Merge pull request #109 from kd7tck/develop
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Added proto version of jar_xm
2016-04-25 09:32:14 +02:00
Joshua Reisenauer
62087d21cc
updated jar_xm
2016-04-24 23:44:49 -07:00
Joshua Reisenauer
89a84a621b
implement
2016-04-24 22:04:31 -07:00
Joshua Reisenauer
1c370f5a17
cleaned up calculations
2016-04-24 22:00:40 -07:00
Joshua Reisenauer
cb05c51911
tabs to spaces fix
2016-04-24 18:18:18 -07:00
Joshua Reisenauer
ec2cbaa5eb
Added proto version of jar_xm
...
This is an early draft, needs lots of work. Still need to figure out way
to calculate total length of song. This is hard because xm tracks stream
out zeros when done, only position in track can be found. Position does
not give any direct value of how much more time is left. I think that by
setting the loop count to 1 and seeking until the end I can total up the
number of samples and come up with a length.
2016-04-24 15:25:48 -07:00
raysan5
173529e048
Oculus SDK 1.3 + GLFW3 sample -NOT WORKING-
2016-04-23 11:29:19 +02:00
raysan5
9639b14e1b
Reduce PCM buffer size for Android to avoid stalls
2016-04-17 14:48:20 +02:00
raysan5
17eefed08f
Improved gestures system
2016-04-17 11:36:40 +02:00
raysan5
2e5d898443
Corrected bug with old FBO struct
2016-04-17 11:25:04 +02:00
raysan5
6b5e18e6bf
Make mouse inputs available on Android for...
...
... easy code porting, transalating them to touches and gestures
internally.
Removed function SetCustomCursor(), it can be managed by the user.
2016-04-17 11:19:32 +02:00
raysan5
0da88ac5c5
Updated template game library name
2016-04-17 11:11:48 +02:00
raysan5
c8a30b262d
Updated gestures example
2016-04-17 11:11:23 +02:00
raysan5
284eaf1576
Use Depth Texture on OpenGL 3.3
2016-04-10 19:38:57 +02:00
raysan5
c1e49d2b13
Removed function
...
I decided it is redundant and could be confusing (when mixed with 3D
drawing). It's not KISS.
2016-04-08 12:00:29 +02:00
raysan5
cde2c1aa6d
Added depth drawing shader
...
NOTE: It requires a depth texture as input, it should be configured on
rlgl, by default RenderTexture (fbo) uses Depth Renderbuffer instead of
Depth Texture. Check rlglLoadRenderTexture()
2016-04-08 00:21:21 +02:00
raysan5
aa22d97983
Simplified texture flip and added comments
2016-04-07 13:31:53 +02:00
raysan5
4b51248372
Review shader and add comments
2016-04-07 12:43:45 +02:00
raysan5
1d545449bb
Reviewed shaders and added comments
2016-04-07 12:32:32 +02:00
raysan5
78b502b0bf
Folders rename for consistency on shaders version
2016-04-07 11:48:09 +02:00
raysan5
3b67a4cfba
Update stb libs to latest version
2016-04-06 17:45:25 +02:00
Ray
1a2a44200a
Merge pull request #108 from LelixSuper/develop
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Fix Makefile files
2016-04-06 17:12:03 +02:00
LelixSuper
9361615786
Fix Makefile files
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I've added .PHONY targets and fixed "clean" recipe.
2016-04-06 13:21:29 +02:00
raysan5
0133917bf9
Correct detail
2016-04-04 01:15:43 +02:00
Ray
b6cec214bd
Unified internal shader to only one
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Only defaultShader required, set default value for vertex color
attribute if not enabled and fragColor uniform
2016-04-03 20:14:07 +02:00
raysan5
a66c8531d6
Some code simplifications
2016-04-03 18:31:42 +02:00
Ray
37cc45a0a8
Merge pull request #107 from LelixSuper/develop
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Cleaning of Makefile files
2016-04-03 18:20:04 +02:00
LelixSuper
a04a7b6ea5
Fix cleaning recipies for GNU/Linux
2016-04-03 16:07:44 +02:00
LelixSuper
f2f4079411
Remove recipes of GLEW from Makefile (not used any more)
2016-04-03 16:05:23 +02:00
LelixSuper
565b1089bd
Remove duplicate code
2016-04-03 15:58:44 +02:00
raysan5
06a8d7eb06
Remove old postprocessing system
2016-04-01 10:39:33 +02:00
raysan5
108055cd62
Updated example to new render to texture system
2016-03-30 20:19:46 +02:00
raysan5
66b096d978
Added support for render to texture (use RenderTexture2D)
...
Now it's possible to render to texture, old postprocessing system will
be removed on next raylib version.
2016-03-30 20:09:16 +02:00
raysan5
1136d4222f
Setting up for raylib 1.5.0
2016-03-28 01:18:40 +02:00
raysan5
136408d8b8
Corrected bug on bounding box
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if mesh is not loaded properly it breaks the game!
2016-03-27 19:42:57 +02:00
raysan5
ee9bf76ae9
Remove old screenshot
2016-03-27 19:03:55 +02:00
raysan5
a3f16c8459
Improved 2d camera system -IN PROGRESS-
2016-03-27 18:34:05 +02:00
raysan5
956a6e6f77
Corrected bug and comments on model unloading
2016-03-27 18:34:05 +02:00
raysan5
8b7ca8b670
Review comments
2016-03-27 18:34:05 +02:00
Ray
35ee4e52c8
Merge pull request #105 from victorfisac/develop
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Fix spacing and some comments
2016-03-24 12:25:56 +01:00
victorfisac
ea7afc8ec8
Fix spacing and some comments
2016-03-23 22:47:39 +01:00
Ray
db3dd9d200
Merge pull request #104 from victorfisac/develop
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Physac redesign complete
2016-03-23 16:39:24 +01:00
victorfisac
60223a358b
Physac redesign (3/3)
...
Finally, physics update is handled in main thread using steps to get
accuracy in collisions detection instead of moving it to a new thread.
Examples are finished as simple and clear as I could. Finally, physac
module is MORE simpler than in the first version, calculation everything
by the same way for both types of physic objects.
I tryed to add rotated physics a couple of times but I didn't get
anything good to get a base to improve it. Maybe for the next version...
No bugs or strange behaviours found during testing.
2016-03-23 15:50:41 +01:00
victorfisac
c453ac8265
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
2016-03-23 15:38:04 +01:00
raysan5
269b120104
Review Android button inputs
2016-03-21 20:15:11 +01:00
raysan5
584e74c676
Corrected bug on touch position
2016-03-20 16:48:23 +01:00