* Implement a load values from accessor function.
Added some more value types for the different GLTF attributes.
Fixed crash when loading animated triangle.
* Split GLTF model loading into separate functions for readability.
* Fixed the already working models that I broke when introducing GLTFReadValue.
Improved the example for gltf models to be able to switch between a few models.
* Removed license from screen. It is pu inside a license file anyway.
* Small improvements on the naming of functions
Removed (*model). and replaced it with model->
Some enums values have been renamed to be more consistent and also provide a more detailed description:
- ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION
- ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2
- MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO
- PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
* Added bone binding to whole mesh and not only set vertices.
+ Also added missed setting of the animation count.
+ Removed double ; on one line
* Added more of the gltf sample models
https://github.com/KhronosGroup/glTF-Sample-Models
We need to make it working for all of them.
* Binding to initial bind pose added.
* Fix cube disappearing bug because lerpPercent could be Inf.
* Fixed for rigged figure also
* Fixing typecast warnings generated by visual studio 2019 in examples.
* Changes to fixes based on feedback
Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
Mostly typecasts, and some int to unsigned short changes, and including the windsock 2 library in the examples.
Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
* Added example for gltf animation and split some functions for loading model animations into IQM and GLTF similar to how models are being loaded.
* Removed wrongly duplicated function
* Bone loading for gltf model (not working at this point)
* Loading info about vertex to joint connection but animation is still not working
* Skeleton and pose is correctly loaded. Need to communicate about interpolation in GLTF
* The model almost looks like a real person on animation.
* Fixed model loading with bones.
Also updated license info on the model.
* Cleaned up some code and updated examples.
* Fix identation issues
* Fix identation issues
* Fix identation issues
* Documenting the compiler flags
* Moved some android compiler flags and added documentation on them too.
* Some more restructuring.
Removed unnecessary comments that were self described by the code.
Added some more explanations around certain parts of CMake and especially around compiler flags.
* Delete emscripten.cmake
This file is not needed at this point. EMSDK provides a toolchain file that has a lot more things in it and is better supported. Project currently works fine with the documentation provided in Emscripten SDK on how to build projects.
* First pass file separation.
The main two files are cleaner now. Only important things can be seen. Major changes include:
- raylib_static is now the alias instead of raylib
- Repeating segments are removed and pulled into separate files into <root>/cmake
- File is reordered to make more sense
- Installs are better structured
- Library is build into an output directory "raylib" instead of "src"
- All public header files are now set as a public header file
- Source files need to be listed (it is a bad practice to capture them using wildcards and file globs)
- CMakeLists are better commented
* Second pass on the example dirs.
They are quite complex so I'm more hesitant to do major changes. Also it works pretty well. Noticed that I forgot one of the seperated files and added it into src/CMakeLists.txt.
* Returned the header copy as it was convenient to have the public headers copied.
* A better description to the variable RAYLIB_IS_MAIN
Co-authored-by: Rob Loach <robloach@gmail.com>
* Remove debug message
Co-authored-by: Rob Loach <robloach@gmail.com>
* Improvements based on review.
* Simplify the install condition to not be platform specific as it was before.
Co-authored-by: Alexander Neumann <30894796+Neumann-A@users.noreply.github.com>
* Remove some CMAKE variables as they don't affect the build in any way
Co-authored-by: Alexander Neumann <30894796+Neumann-A@users.noreply.github.com>
Co-authored-by: Rob Loach <robloach@gmail.com>
Co-authored-by: Alexander Neumann <30894796+Neumann-A@users.noreply.github.com>
Previous GetKeyPressed() method was actually returning unicode codepoints equivalent values instead of the key-code of the pressed key. So, it has been replaced by GetCharPressed(), returning unicode codepoints and GetKeyPressed() now returns key-codes.
* Fixed the build for web using CMake.
I found that the build for me was failing and I added some if defined checks in the core.c file where the glfwSetWindowAttrib was used. (error: implicit declaration of function 'glfwSetWindowAttrib' is invalid in C99 [-Werror,-Wimplicit-function-declaration])
I also changed some values in the toolchain file so that it correctly uses the .bat files when on windows.
* Cleaned up the additional variables (they are not important)
* Added more improvements to cmakelists
Added the option to use the system provided Emscripten toolchain to be more uniform with other libraries.
Fixed and issue which prevented example being built from cmake and also building with html extensions properly.
* Fixed ENUM to STRING because of a missed warning
* Fixed#1455
Fixed writing out of array bounds
Adjusted FPS comment to match value
Deleted unused function at the end, which has never been in use in the history of this file
* Fixed#1455
Readded the function
Without GLFW_OPENGL_FORWARD_COMPAT, running this as a standalone will yield the error:
```
NSGL: The targeted version of macOS only supports forward-compatible core profile contexts for OpenGL 3.2 and above
```
Stumbled on this example and I love this! Adding instructions that work for me on MacOS.. Note that glfw3 will need to be statically built locally and copied to this external/libs directory on mac. I can upload my static version, but it probably makes sense to do this only if there's some general naming convention for adding platform specific folders. Like "external_osx/lib" or "external/lib_osx". Then I'll drop my static libs in there.
WARNING: Several functions removed, replaced by SetWindowState() / ClearWindowState() equivalents, only for advance users.
ADDED: ClearWindowState() to reset window state
REMOVED: HideWindow() / UnhideWindow()
REMOVED: DecorateWindow() / UndecorateWindow()
* updated README.md
* fixed CMakeLists.txt to allow building and debugging with Visual Studio Code and CMAKE Tools extension
* added PLATFORM_DRM
contains mouse pointer code from https://github.com/chriscamacho
* removed redundant cleanup in InitGraphicsDevice
* fixed DRM connector mode selection
* added choosen DRM connected mode to log output
* added respecting TargetFPS on DRM mode selection, default to 60
* added support for GetMonitorRefreshRate
* changed SUPPORT_MOUSE_CURSOR_RPI to SUPPORT_MOUSE_CURSOR_NATIVE
* changed avoidProgressive to allowInterlaced
* cleanup, function extraction and improved mode selection
* README reverted to original for PR
* line endings fixed for core.c
* removed old code
* mouse pointer reverted to small square
* replaced SetGraphicDeviceName() by DEFAULT_GRAPHIC_DEVICE_DRM
Co-authored-by: kernelkinetic <kernelkinetic@outlook.com>
Some resources used in examples have not a clear license, so, I'm replacing some of them for clearly licensed versions or resources created by me under CC0. License file to be added.
Current looping system was broken, `loopCount` has been converted to `bool looping` and user can enable/disable with `music.looping = false`. `SetMusicLoopCount()` has been removed.
* Update compilation warning flags
Removed the -Wall flag that allow many warnings and added manually all the warning flags that don't generate warnings in the src/external folder.
Specifically, these are some of the flags reporting errors in src/external:
-Wmissing-prototypes
-Wunused-variable
-Wunused-value
-Wunused-parameter
-Wunused-function
* Uptade compilation flags in examples with missing -std=c99
head can't think of any improvement I could use on the shaders for
version 120
This has been tested on Linux (Desktop) requires testing on a Rpi
Co-authored-by: codifies <nospam@antispam.com>
We didn't use the latest version, but a compatible version, which is established by raylib-config-version.cmake.
It's ok to have a minimal version, so revert b7c0d5b6dd.
At least on Linux, CMake seems to add automatically
the '-rdynamic' flag. As a result, Emscripten
generates a fat HTML file that does not work.
Removing it allows HTML+JS+WASM generation.
* Removed Unused Uniforms
uniform vec3 viewUp;
uniform float deltaTime;
* Removed Unused uniforms
uniform vec3 viewUp;
uniform float deltaTime;
* Updated Source
Added - #define PLATFORM_DESKTOP line for desktop users.
This now will correctly find the proper glsl version for the raymarching.fs file.
Removed - Uniforms --> deltaTime and viewUp. Including the code that was setting them.
They were never used and they were triggering a log warning.
Removed - The const from both screenWidth and screenHeight.
Now they can be used to update the shader resolution when screen is resized.
NOTE : This is a quick fix and probably not the best idea.
Added - IsWindowResized() to check if screen is resized.
If window is resized then width, height and shader resolution are updated.
Changed - MIT tag at bottom right color value to BLACK. Now it's easier to see.
* Closer Match to original code
* Removed the PLATFORM_DESKTOP Define