raysan5
7d1d9ff143
Support DYNAMIC_DRAW mesh loading
2016-05-20 09:36:02 +02:00
raysan5
8bbbe8cd76
Corrected namings
2016-05-19 13:50:29 +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
6acfda599e
Support indexed mesh data on OpenGL 1.1 path
...
Keep asking myself why I maintain this rendering path... -___-
2016-05-10 19:25:06 +02:00
raysan5
1ddf594d15
Added support for indexed mesh data
2016-05-10 18:24:28 +02:00
Ray
c85cd29049
Added defines for default shader names
2016-05-09 12:41:53 +02:00
Ray
f7d4951165
Improved vertex attribs support for models
2016-05-08 23:50:35 +02:00
raysan5
0bcb873cbb
Improved mesh support
...
Depending on mesh data, it can be loaded and default vertex attribute
location points are set, including colors, tangents and texcoords2
2016-05-08 15:24:02 +02:00
raysan5
eeb151586f
Corrected issues with OpenGL 1.1 backend
2016-05-07 18:28:40 +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
...
- Renamed some functions for consistency (default buffers)
- Removed mystrdup() function (implemented inline)
- Renamed TextFileRead() to ReadTextFile()
2016-05-03 19:20:25 +02:00
Ray
2646ed0393
Removed debug functions
2016-05-02 14:11:42 +02:00
Ray
0e6d1cb272
Working on materials system...
2016-05-02 00:16:32 +02:00
Ray
1fb874cdc5
Check for WebGL/Webkit extensions
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Improve DXT-ETC1 support on HTML5
2016-05-01 01:09:48 +02:00
raysan5
2e5d898443
Corrected bug with old FBO struct
2016-04-17 11:25:04 +02:00
raysan5
284eaf1576
Use Depth Texture on OpenGL 3.3
2016-04-10 19:38:57 +02:00
raysan5
aa22d97983
Simplified texture flip and added comments
2016-04-07 13:31:53 +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
raysan5
06a8d7eb06
Remove old postprocessing system
2016-04-01 10:39:33 +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
956a6e6f77
Corrected bug and comments on model unloading
2016-03-27 18:34:05 +02:00
raysan5
ebc2b9a286
Improved windows resizing system...
...
...despite not being enabled on GLFW3
2016-03-20 14:20:42 +01:00
raysan5
5e45c3c824
Redesign to work as standalone
...
Redesigned to work as standalone and support fordward-compatible context
(shaders review)
2016-03-20 13:39:27 +01:00
Ray
e2ba22ec59
Improved 2D-3D drawing
...
Depth test disabled for 2D and only used on 3D; consequently LINES vs
TRIANGLES vs QUADS buffers drawing order maters... but blending also
works ok.
2016-03-17 13:51:48 +01:00
raysan5
c9d22c7a14
Redesign to use Material type -IN PROGRESS-
...
Requires Shader access functions review
2016-03-06 02:05:16 +01:00
raysan5
4476a9e241
Review rlglUnproject() system
2016-03-02 17:13:31 +01:00
raysan5
04caf1c262
Corrected memory leak
2016-03-01 15:36:45 +01:00
Ray
0dfc7fffff
Removed a couple of TODOs
2016-02-23 00:57:50 +01:00
raysan5
823abf666e
Reviewed code TODOs
2016-02-12 12:22:56 +01:00
raysan5
fca83c9ff8
Solve bug on matrix multiply order for scale and rotation
2016-02-11 14:27:18 +01:00
Ray
2ef9552454
WARNING message shortened
2016-02-08 09:06:20 +01:00
Ray
646f1c3f71
Some formating tweaks
2016-02-03 17:45:28 +01:00
Ray
df5c64d0be
Functions parameters reorganize: Axis and Angle
...
sin(), cos() functions cached and replaced by float c99 versions sinf(),
cos()
2016-02-02 18:41:01 +01:00
raysan5
99f99bea47
Simplified shader matrix uniforms
2016-01-25 13:54:09 +01:00
raysan5
4e57bd1f18
Replaced GLEW by GLAD
...
Removed GLEW external dependency, now it works with GLAD
Kept GLEW path, just in case... detected weird behaviour when testing
with gDEBugger
2016-01-22 01:22:45 +01:00
raysan5
23d66e9b6f
Move extensions loading to core module
2016-01-21 12:24:35 +01:00
raysan5
efa1c96d19
Adapted raymath as single header library
...
Added support for single header implementation and also inline functions
support
2016-01-20 18:20:05 +01:00
raysan5
fd05d3e353
Rename VertexData struct to Mesh
...
Reviewed vertex type variables
2016-01-18 13:36:18 +01:00
raysan5
3b4d8442e0
Corrected some float values
2016-01-13 19:30:35 +01:00
raysan5
fb6ef2c2f4
Vertex shaders optimization
2016-01-13 17:13:28 +01:00
raysan5
5e7686695f
Review Light/Material system
...
Simplified for the user (more intuitive and clear)
Removed lighting module dependency
2016-01-11 13:29:55 +01:00
raysan5
e5a56fa985
Change drawing order to avoid artifacts with...
...
... transparent elements
2016-01-11 11:59:15 +01:00
raysan5
7f2e67e924
Simplified MatrixMultiply() function
2016-01-06 17:22:24 +01:00
raysan5
891c4a458a
Matrix variables renaming
2016-01-04 20:02:57 +01:00
raysan5
95da97fa74
Fixed bug: rlglGenerateMipmaps()
2016-01-04 15:09:44 +01:00
victorfisac
1bcb5ddd50
Added lighting engine module
...
- New lighting engine module which contains new data types Light and
Material. These data types and functions facilitates making a basic 3D
iluminated program with a light and a model.
- Added lighting engine module example (currently included in raylib.h;
it might be compiled by separate and include lighting.h in game source C
file).
- Corrected some opengl defines control structures and added some TODO
to fix raylib-opengl 1.1 source build (note: now source can be compiled
without errors, but rlglReadPixels() won't work properly).
Note: most of functions of phong version 330 shader are not in v100
shaders, so I couldn't write a version 100 phong shader. These functions
are included from version 150.
2015-12-21 17:25:22 +01:00
victorfisac
4db2da9185
Added new matrix location points and extra functions
...
- New model and view transformation matrix added, useful for shaders.
Modelview matrix not deleted to keep opengl 1.1 pipeline compatibility.
- New extra function added DrawModelWiresEx() to set a rotation and
scale transformations to a wire model drawing.
- Other writing and little audio.c bug fixed.
2015-12-21 16:42:13 +01:00