959a228815
Removed useless spacing
2016-08-16 11:09:55 +02:00
16ac468bdb
Remove functions from user exposure
2016-08-06 19:30:41 +02:00
5ff9811ea8
Some code tweaks
2016-07-18 17:06:33 +02:00
55b9a2479a
Expose Oculus Rift functionality directly
2016-07-16 22:41:13 +02:00
bfb5ffedda
Added rlgl standalone sample
2016-07-16 19:25:15 +02:00
7cefbd8a94
Updated lighting system...
...
...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
bc80174357
VR Functions renaming (for generic HMD device)
...
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
ee72654b55
Redesigned stereo rendering mechanism
...
Now it's easier for the user! Just init Oculus device and get stereo
rendering!
2016-07-04 01:29:23 +02:00
9127b5a57d
Enable/Disable VR experience
2016-06-26 15:36:12 +02:00
8652e644dd
Corrected bug on stereo rendering
2016-06-26 14:13:11 +02:00
71ab202295
Removed rlglInitGraphics(), integrated into rlglInit()
...
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
03d9583b94
Add oculus simulator (in case device is not detected)
2016-06-21 13:49:13 +02:00
6062201e8f
Simplify Oculus example...
...
...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
b01f5ff6a7
Starting work on VR simulator support
...
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
24c9b1f717
Improving Oculus Rift example...
...
Under design... looking for the easiest and most comprehensive way for
the user to use VR...
2016-06-17 13:54:45 +02:00
4df7a0f2f8
Added support for OpenGL 2.1
2016-06-16 20:25:50 +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
ee795150fa
Updated some code
2016-06-07 23:44:53 +02:00
0bc71d84f8
Added functions to customize internal matrix
...
Internal modelview and projection matrices can be replaced before
drawing.
2016-06-02 20:23:09 +02:00
17878550b1
Review heades usage
...
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
d17a0cee1a
Review text formatting (spacing, tabs...)
2016-05-31 19:12:37 +02:00
302ec438dd
Removed colTint, tint color is colDiffuse
...
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
...
Functions renamed to improve library consistency
2016-05-31 17:11:02 +02:00
b0a0c5d431
Added tint color attribute to material data type
...
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
...
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
2e26ce235d
Add Draw3DCircle function and update raylib and rlgl header
...
Draw3DCircle is useful to draw point lights radius.
2016-05-30 19:18:11 +02:00
ea5b00528b
Improved render to texture
...
Support render texture size different than screen size
2016-05-29 11:49:13 +02:00
d53b6f4381
Renamed shader variables (more generic names)
...
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
c320a21f2b
Add standard lighting (2/3)
...
- 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
dcf5f45f68
Add lighting system -IN PROGRESS-
...
Improved materials
2016-05-20 12:28:07 +02:00
7d1d9ff143
Support DYNAMIC_DRAW mesh loading
2016-05-20 09:36:02 +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
4d78d27bd9
Updated structs Mesh and Shader
2016-05-11 19:25:51 +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
06a8d7eb06
Remove old postprocessing system
2016-04-01 10:39:33 +02:00
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
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
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
c9d22c7a14
Redesign to use Material type -IN PROGRESS-
...
Requires Shader access functions review
2016-03-06 02:05:16 +01:00
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
d0ff78e7f4
Move Light struct to example
2016-01-25 13:39:23 +01:00
68ba34c17b
Updated struct types
2016-01-21 01:03:43 +01:00
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
fd05d3e353
Rename VertexData struct to Mesh
...
Reviewed vertex type variables
2016-01-18 13:36:18 +01:00
fb6ef2c2f4
Vertex shaders optimization
2016-01-13 17:13:28 +01:00
95da97fa74
Fixed bug: rlglGenerateMipmaps()
2016-01-04 15:09:44 +01:00
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