Ray
7447b3e1da
Merge pull request #123 from kd7tck/develop
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mod player
2016-06-02 16:18:53 +02:00
Joshua Reisenauer
cf2975d062
convenient way to combine errors
2016-06-02 02:31:25 -07:00
Joshua Reisenauer
af1eb5453a
I added audio errors
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The only thing I did not change was the _g for globals. Is there any
other way we can mark globals?
2016-06-02 02:02:23 -07:00
Joshua Reisenauer
05f8e83ba9
cleanup
2016-06-02 00:03:00 -07:00
Joshua Reisenauer
21a01ec870
simplified mod
2016-06-01 20:36:54 -07:00
Joshua Reisenauer
ae6adb173b
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
2016-06-01 20:17:39 -07:00
Joshua Reisenauer
90e1ed2b5e
mod player added
2016-06-01 20:09:00 -07:00
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
Ray
7afa0b09ab
Support raygui as standalone library
2016-06-02 01:24:27 +02:00
raysan5
0a27525a4b
Dependencies review
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Checking some files to be converted to header-only
2016-06-01 14:01:35 +02:00
raysan5
3e88156817
Ignore invalid warning
2016-06-01 12:38:06 +02:00
raysan5
897179a06c
Corrected some issues on OpenGL 1.1
2016-06-01 12:37:51 +02:00
raysan5
8f91ed81c5
Updated Oculus sample to Oculus SDK 1.4
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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
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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
raysan5
cac2a66deb
Improved library consistency
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Functions renamed to improve library consistency
2016-05-31 17:11:02 +02:00
Joshua Reisenauer
78b4494e2b
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
2016-05-30 15:57:35 -07:00
Ray
caa7bc366b
Reviewed DrawLight() function and some tweaks
2016-05-31 00:51:55 +02:00
Joshua Reisenauer
6ad8323860
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
2016-05-30 15:39:21 -07:00
Joshua Reisenauer
9f2fc81df2
update to openal
2016-05-30 15:34:29 -07:00
Ray
8a4e28f81d
Support Android internal data storage
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Useful to save small data files (configuration and so)
For bigger files, external data storage should be used (SDCard)
2016-05-31 00:01:19 +02:00
Ray
4b93349db5
Merge pull request #122 from victorfisac/develop
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Standard Lighting (3/3)
2016-05-30 23:25:18 +02:00
victorfisac
11cf455fe0
Standard Lighting (3/3)
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- 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
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
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
64f6c74c9a
Add normal and specular maps to draw model process
2016-05-30 19:18:55 +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
ae2d0d4cd8
Delete old example mesh resource file
2016-05-29 22:41:23 +02:00
victorfisac
26833f5aae
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
2016-05-29 22:24:01 +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
Joshua Reisenauer
e4e315bbfc
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
2016-05-29 01:09:29 -07:00
Ray
27df983ee0
Merge pull request #121 from kd7tck/develop
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I made this for some others I am now working with
2016-05-27 19:55:41 +02:00
Joshua Reisenauer
5a041a6af5
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
2016-05-25 11:26:31 -07:00
raysan5
3d6696f6c9
Renamed shader variables (more generic names)
2016-05-25 16:21:13 +02:00
raysan5
d53b6f4381
Renamed shader variables (more generic names)
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Now shader maps use a generic naming convention for any kind of texture
maps (not only diffuse, normal or specular). Useful for custom shaders.
2016-05-25 16:19:57 +02:00
raysan5
48374c85dd
Some tweaks
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It seems there are some problems with DrawLights()
2016-05-23 11:25:04 +02:00
Joshua Reisenauer
f74791ed7b
better build system
2016-05-23 02:12:22 -07:00
Joshua Reisenauer
f232f34981
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
2016-05-22 15:03:10 -07:00
Ray
9811a37690
Merge pull request #120 from victorfisac/develop
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Standard Lighting (2/3)
2016-05-21 20:11:23 +02:00
victorfisac
dcd6942ed1
Fix small bug and spacing
2016-05-21 18:22:15 +02:00
victorfisac
c320a21f2b
Add standard lighting (2/3)
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- 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
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
cf71e1242e
Fix some audio module compile warnings
2016-05-21 18:08:09 +02:00
victorfisac
0da7c499b6
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
2016-05-21 18:06:36 +02:00
Ray
0b65b44a78
Merge pull request #119 from gordonmcshane/remove-local-properties
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remove user-specific ant files
2016-05-21 11:14:23 +02:00
Ray
46e7a26770
Merge pull request #118 from gordonmcshane/gamepad-example-fix
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fix example
2016-05-21 11:13:42 +02:00
Gordon McShane
c9ac176fa7
remove user-specific ant files
2016-05-20 11:27:18 -07:00