3468af213f
Reviewing Oculus rendering...
2016-06-15 00:54:55 +02:00
c914010606
Correct issue on Oculus drawing
2016-06-14 18:37:28 +02:00
3ce0228206
Move Oculus Rift support to rlgl module
2016-06-14 17:16:20 +02:00
c25b4cdc69
Move OpenGL extensions loading to rlgl
2016-06-14 15:42:04 +02:00
4dae3385c3
Record draw call for batch processing
...
Just started working on this, not sure if it would be available for
raylib 1.5
2016-06-12 19:40:08 +02:00
68a02e567d
Avoid external variable whiteTexture
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To get it, use GetDefaultTexture()
2016-06-11 12:41:03 +02:00
7b07b68bfd
Adapt standard shader to GL ES 2.0
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Some shader calculations are now pre-calculated because some math
functions doesn't exist in glsl 110.
2016-06-10 00:49:51 +02:00
99ee26b001
Review const char *
2016-06-08 22:52:54 +02:00
ee795150fa
Updated some code
2016-06-07 23:44:53 +02:00
058af472ea
Converted GLAD to header only
2016-06-07 18:57:20 +02:00
9281e477eb
Embed standard shader into raylib
2016-06-07 00:32:45 +02:00
1bcf500eca
Review fallback mechanism
2016-06-06 23:19:40 +02:00
522af9f477
Fallback to default shader
2016-06-06 23:16:14 +02:00
29d505c98e
Reorganize external libraries - BREAKING CHANGE -
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Moved all external libraries used by raylib to external folder inside
raylib src. Makefile has already been update and also the different
includes in raylib modules.
2016-06-06 14:34:43 +02:00
72eb2632cc
Corrected compilation bug on OpenGL 1.1
2016-06-05 23:51:41 +02:00
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
c286bea8e1
Remove GLEW dependency
2016-06-02 18:20:59 +02:00
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
897179a06c
Corrected some issues on OpenGL 1.1
2016-06-01 12:37:51 +02:00
d17a0cee1a
Review text formatting (spacing, tabs...)
2016-05-31 19:12:37 +02:00
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
cac2a66deb
Improved library consistency
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Functions renamed to improve library consistency
2016-05-31 17:11:02 +02:00
caa7bc366b
Reviewed DrawLight() function and some tweaks
2016-05-31 00:51:55 +02:00
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
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
64f6c74c9a
Add normal and specular maps to draw model process
2016-05-30 19:18:55 +02:00
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
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
dcd6942ed1
Fix small bug and spacing
2016-05-21 18:22:15 +02:00
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
30c8058fca
Add standard lighting (1/3)
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- Ambient and lambert lighting added.
- Ambient and diffuse colors linked to standard shader.
- Single light linked to standard shader.
- LoadStandardMaterial() and depending functions added.
2016-05-20 17:18:07 +02:00
6dac1efefe
Comented buggy code to avoid problems...
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...on model drawing
2016-05-20 15:01:36 +02:00
dcf5f45f68
Add lighting system -IN PROGRESS-
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Improved materials
2016-05-20 12:28:07 +02:00
7d1d9ff143
Support DYNAMIC_DRAW mesh loading
2016-05-20 09:36:02 +02:00
8bbbe8cd76
Corrected namings
2016-05-19 13:50:29 +02:00
037edbaa13
Reorganize data for consistency
2016-05-18 13:22:14 +02:00
075f51e0a3
Simplified internal (default) dynamic buffers
2016-05-12 12:20:23 +02:00
6acfda599e
Support indexed mesh data on OpenGL 1.1 path
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Keep asking myself why I maintain this rendering path... -___-
2016-05-10 19:25:06 +02:00
1ddf594d15
Added support for indexed mesh data
2016-05-10 18:24:28 +02:00
c85cd29049
Added defines for default shader names
2016-05-09 12:41:53 +02:00
f7d4951165
Improved vertex attribs support for models
2016-05-08 23:50:35 +02:00
0bcb873cbb
Improved mesh support
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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
eeb151586f
Corrected issues with OpenGL 1.1 backend
2016-05-07 18:28:40 +02:00
7ab008878a
Library redesign to accomodate materials system
2016-05-07 18:07:15 +02:00
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
2646ed0393
Removed debug functions
2016-05-02 14:11:42 +02:00
0e6d1cb272
Working on materials system...
2016-05-02 00:16:32 +02:00
1fb874cdc5
Check for WebGL/Webkit extensions
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Improve DXT-ETC1 support on HTML5
2016-05-01 01:09:48 +02:00
2e5d898443
Corrected bug with old FBO struct
2016-04-17 11:25:04 +02:00
284eaf1576
Use Depth Texture on OpenGL 3.3
2016-04-10 19:38:57 +02:00