raysan5
852f3d4fd0
Review comments and formatting
2016-12-25 02:01:13 +01:00
Ray
f1bcfc1352
Corrected bug on GenTextureMipmaps()
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texture.mipmaps value needs to be updated, so, texture must be passed by
reference instead of by value
2016-11-22 12:14:55 +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
raysan5
9d3ad52160
Removed byte typedef
2016-11-15 19:15:25 +01:00
raysan5
988d39029f
Support textures filtering
2016-10-29 22:17:19 +02:00
raysan5
4ff98f34bb
Function to set texture parameters -IN PROGRESS-
2016-10-27 13:40:48 +02:00
raysan5
d5e0f4e84e
Added notes on vr tracking -> camera update
2016-10-17 17:02:33 +02:00
raysan5
5fecf5c088
Review UpdateVrTracking() and rlglLoadRenderTexture()
2016-10-10 19:42:59 +02:00
raysan5
36f20376e6
Redesigned lighting shader system
2016-09-05 20:15:21 +02:00
raysan5
959a228815
Removed useless spacing
2016-08-16 11:09:55 +02:00
raysan5
16ac468bdb
Remove functions from user exposure
2016-08-06 19:30:41 +02:00
raysan5
5ff9811ea8
Some code tweaks
2016-07-18 17:06:33 +02:00
raysan5
55b9a2479a
Expose Oculus Rift functionality directly
2016-07-16 22:41:13 +02:00
raysan5
bfb5ffedda
Added rlgl standalone sample
2016-07-16 19:25:15 +02:00
raysan5
7cefbd8a94
Updated lighting system...
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...to avoid dynamic conditions on for loop (lightsCount) on standard
shader, it seems GLSL 100 doesn't support that feature... on some GPUs
like RaspberryPi...
2016-07-06 20:33:46 +02:00
Ray
bc80174357
VR Functions renaming (for generic HMD device)
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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
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
raysan5
9127b5a57d
Enable/Disable VR experience
2016-06-26 15:36:12 +02:00
raysan5
8652e644dd
Corrected bug on stereo rendering
2016-06-26 14:13:11 +02:00
raysan5
71ab202295
Removed rlglInitGraphics(), integrated into rlglInit()
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Redesigned rlgl usage:
- rlViewport() must be called by user
- Internal projection/modelview matrices must be setup by user
2016-06-25 23:28:50 +02:00
raysan5
03d9583b94
Add oculus simulator (in case device is not detected)
2016-06-21 13:49:13 +02:00
Ray
6062201e8f
Simplify Oculus example...
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...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
raysan5
b01f5ff6a7
Starting work on VR simulator support
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If Oculus device is not available or not initialized correctly,
simulated VR view is generated using stereo-rendering and distortion
2016-06-19 19:12:47 +02:00
Ray
24c9b1f717
Improving Oculus Rift example...
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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
4df7a0f2f8
Added support for OpenGL 2.1
2016-06-16 20:25:50 +02:00
raysan5
3ce0228206
Move Oculus Rift support to rlgl module
2016-06-14 17:16:20 +02:00
raysan5
c25b4cdc69
Move OpenGL extensions loading to rlgl
2016-06-14 15:42:04 +02:00
Ray
ee795150fa
Updated some code
2016-06-07 23:44:53 +02:00
raysan5
0bc71d84f8
Added functions to customize internal matrix
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Internal modelview and projection matrices can be replaced before
drawing.
2016-06-02 20:23:09 +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
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
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
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
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
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
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
075f51e0a3
Simplified internal (default) dynamic buffers
2016-05-12 12:20:23 +02:00
raysan5
4d78d27bd9
Updated structs Mesh and Shader
2016-05-11 19:25:51 +02:00
raysan5
7ab008878a
Library redesign to accomodate materials system
2016-05-07 18:07:15 +02:00
raysan5
8301980ba8
Clean up and consistency review
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- Renamed some functions for consistency (default buffers)
- Removed mystrdup() function (implemented inline)
- Renamed TextFileRead() to ReadTextFile()
2016-05-03 19:20:25 +02:00
raysan5
06a8d7eb06
Remove old postprocessing system
2016-04-01 10:39:33 +02:00
raysan5
66b096d978
Added support for render to texture (use RenderTexture2D)
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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
5e45c3c824
Redesign to work as standalone
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Redesigned to work as standalone and support fordward-compatible context
(shaders review)
2016-03-20 13:39:27 +01:00