Commit Graph

151 Commits

Author SHA1 Message Date
d0cf19e035 Greater LoadOBJ() flexibility
LoadOBJ can now load objects with having no texture coordinates or
objects having texture coordinates specified as tuples.
2016-08-31 09:24:39 +03:00
959a228815 Removed useless spacing 2016-08-16 11:09:55 +02:00
852813bdf1 Reviewed formatting 2016-08-15 16:35:25 +02:00
6e20037f7d Small fix for GenMeshCubicmap()
This fix allows GenMeshCubicmap() to create cubic maps having cells of
arbitrary sizes.
2016-08-12 21:42:17 +03:00
Ray
eb9072a2f1 Renamed functions for consistency 2016-08-10 12:20:46 +02:00
Ray
2f9abe6e13 Review ResolveCollisionCubicmap()
This function needs to be redesigned or removed...
2016-07-04 01:30:07 +02:00
5f7ac64c44 Removed function SetModelTexture()
It's more educational to go through new material system, so, I decide to
remove this function to avoid students confusion...
2016-06-24 19:49:36 +02:00
68a02e567d Avoid external variable whiteTexture
To get it, use GetDefaultTexture()
2016-06-11 12:41:03 +02:00
3e8427799c Corrected bug on cubemap generation 2016-06-11 10:56:20 +02:00
Ray
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
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
Ray
caa7bc366b Reviewed DrawLight() function and some tweaks 2016-05-31 00:51:55 +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
dcd6942ed1 Fix small bug and spacing 2016-05-21 18:22:15 +02:00
30941c0dd1 Add Draw3DLine function and fixed MLT glossiness import value
In standard shader, material glossiness is a value from 0 to 1000 like
in MLT files. So, it doesn't need to be normalized.
2016-05-21 18:10:06 +02:00
30c8058fca Add standard lighting (1/3)
- 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
3fa6fdacf2 Improved MTL loading shininess value 2016-05-20 14:24:53 +02:00
90c62c4cc0 Fix small warning
Material glossiness is a float type value...
2016-05-20 14:07:50 +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
aee5d9a390 Code tweak 2016-05-10 19:24:05 +02:00
1ddf594d15 Added support for indexed mesh data 2016-05-10 18:24:28 +02:00
Ray
ac44db26a2 Added reference 2016-05-09 13:16:44 +02:00
Ray
3d0208223a First implementation of MTL loading
Not tested yet
2016-05-09 12:40:59 +02:00
Ray
dc4d5dabcd Added MTL loading info 2016-05-09 01:18:46 +02:00
Ray
f7d4951165 Improved vertex attribs support for models 2016-05-08 23:50:35 +02:00
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
7ab008878a Library redesign to accomodate materials system 2016-05-07 18:07:15 +02:00
a66c8531d6 Some code simplifications 2016-04-03 18:31:42 +02:00
136408d8b8 Corrected bug on bounding box
if mesh is not loaded properly it breaks the game!
2016-03-27 19:42:57 +02:00
956a6e6f77 Corrected bug and comments on model unloading 2016-03-27 18:34:05 +02:00
c9d22c7a14 Redesign to use Material type -IN PROGRESS-
Requires Shader access functions review
2016-03-06 02:05:16 +01:00
0d911127d7 Split mesh generation from model loading 2016-03-05 16:17:54 +01:00
d8bd8634ab 3d Camera: Added support for field-of-view Y 2016-03-05 13:05:45 +01:00
4011c13d4b Updated BoundingBox collision detections 2016-03-01 20:54:02 +01:00
6106ab8a2e Added color to DrawBoundigBox() 2016-03-01 20:26:01 +01:00
1674465bdc Adjust buffers usage
- Removed DrawQuad() function
- DrawBillboard() uses DrawBillboardRec()
- DrawPlane() uses RL_TRIANGLES
- DrawRectangleV() uses RL_TRIANGLES, that way, [shapes] module uses
only TRIANGLES buffers.
2016-03-01 19:00:12 +01:00
8ca6f8c6ec Do not free model mesh 2016-03-01 15:37:01 +01:00
823abf666e Reviewed code TODOs 2016-02-12 12:22:56 +01:00
685273675b Improved LoadHeightmap() 2016-02-11 15:51:04 +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
3113a20390 Added bounding box calculation 2016-01-25 11:12:31 +01:00
08da91047e Some code tweaks 2016-01-23 13:22:13 +01:00
fcd30c5649 Added ray-sphere collision detection 2016-01-20 19:28:47 +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
29c618a35e Added some functions (incomplete) 2016-01-19 20:27:41 +01:00
fd05d3e353 Rename VertexData struct to Mesh
Reviewed vertex type variables
2016-01-18 13:36:18 +01:00