40fbe9da81
Added new example to makefile
2016-07-17 18:27:32 +02:00
8328353204
New example: XM module playing
2016-07-17 17:27:49 +02:00
f1f51bd9b6
Updated examples screenshots
2016-07-17 12:25:22 +02:00
1eafa7020d
Oculus Rift example with rlgl standalone
2016-07-16 22:41:31 +02:00
52cb0d709a
Code tweaks and comments
2016-07-16 22:40:51 +02:00
0ba349bdf2
Removed oculus glfw sample (already on raylib)
...
Replaced by example rlgl_oculus_rift
2016-07-16 19:52:32 +02:00
be551d7707
Review comment
2016-07-16 19:25:24 +02:00
bfb5ffedda
Added rlgl standalone sample
2016-07-16 19:25:15 +02:00
a05150392a
Added audio standalone sample
2016-07-16 19:24:08 +02:00
3876f19d6a
Corrected some issues on OpenGL ES
2016-07-12 01:54:47 +02:00
84d1b19f61
Added custom Oculus CV1 parameters
...
Matching the same stereo rendering result given by Oculus PC SDK for
Oculus Rift CV1 is very difficult because hardware has changed a lot and
DK2 distortion shader and parameters don't fit on CV1. Some custom
parameters have been calculated to simulate kind of CV1 stereo
rendering. Further work is required on this point.
2016-07-11 14:43:58 +02:00
d587cc0e36
Setup values for Oculus Rift DK2
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Oculus Rift CV1 default values seem not to be available...
2016-07-10 20:07:54 +02:00
884e13ac2f
Updated VR support -IN PROGRESS-
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- Embedded VR distortion shader
- Ready to support multiple VR devices
- Fallback to VR Simulator if device not ready
- Support mono rendering over stereo rendering
2016-07-08 20:32:06 +02:00
09cc27ca7a
Added screenshot for example core_oculus_rift
2016-07-06 08:47:19 +02:00
bc80174357
VR Functions renaming (for generic HMD device)
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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
2ff2096b36
Moved Oculus enable drawing to user side...
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Still thinking about the best way to manage this...
2016-07-04 18:35:50 +02:00
ee72654b55
Redesigned stereo rendering mechanism
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Now it's easier for the user! Just init Oculus device and get stereo
rendering!
2016-07-04 01:29:23 +02:00
f88c95ce2d
Updated examples and makefile
2016-06-30 00:26:56 +02:00
be61d2f8c1
Added missing parameter
2016-06-27 20:09:10 +02:00
6fbf6a1c23
Redesigned distortion shader, added chromatic aberration
2016-06-27 19:18:53 +02:00
5a4eb34c39
Corrected issue on distortion shader
2016-06-27 18:59:03 +02:00
c4922c9e88
Reorganize shaders to respective folders
2016-06-27 18:32:56 +02:00
e977915577
Review examples makefile for RPI
2016-06-27 18:31:23 +02:00
a8bed54586
Corrected stream playing with index
2016-06-27 18:30:18 +02:00
9127b5a57d
Enable/Disable VR experience
2016-06-26 15:36:12 +02:00
4ff85c2ac2
Added notes about chromatic aberration
2016-06-26 10:22:17 +02:00
8fb84d9e63
Updated to new rlgl
2016-06-25 23:29:03 +02:00
f9f33926f7
Corrected window size to unify with other examples
2016-06-25 22:41:45 +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
e913de58c7
Added distortion shader for testing
2016-06-21 13:45:35 +02:00
c28a5fbd62
Code tweak
2016-06-21 13:44:56 +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
24c9b1f717
Improving Oculus Rift example...
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Under design... looking for the easiest and most comprehensive way for
the user to use VR...
2016-06-17 13:54:45 +02:00
3468af213f
Reviewing Oculus rendering...
2016-06-15 00:54:55 +02:00
1879a8129e
Fixed little bug in physac example
2016-06-14 20:40:12 +02:00
4e84ded7ef
Fixed spacing and set UpdatePhysics() function as static...
...
and remove static from PhysicsThread().
2016-06-14 20:38:49 +02:00
1a8fbe5cf0
Add pthread external library to source...
...
and add instructions in physac examples to run it successful.
2016-06-14 20:31:48 +02:00
54537e8f0b
Fixed bug in delta time calculation...
...
and added PHYSAC_NO_THREADS define. Improved physac example drawing
frames per second in screen.
2016-06-14 20:23:46 +02:00
c9c1263e6f
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
2016-06-14 19:16:24 +02:00
d1a5374ac4
raylib Oculus Rift CV1 example... IT WORKS!!!
2016-06-14 18:38:57 +02:00
56bd9da07c
Update Oculus sample (will be moved soon)
2016-06-14 18:37:06 +02:00
97fc266ad4
Updated raylib Oculus example
2016-06-14 17:20:00 +02:00
6a2bbae521
Updated physics examples with new module changes
2016-06-12 22:07:36 +02:00
4c43a40788
Update physac examples with fixed timestep method
2016-06-11 19:11:30 +02:00
77f599885d
Fixed GLSL 100 shaders
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texture() doesn't exist in glsl 100, it must use texture2D().
2016-06-10 00:59:48 +02:00
3c1be60c66
Updated examples for new physac header-only
2016-06-09 20:02:42 +02:00
374e3e7e11
Updated to raylib 1.5
2016-06-09 01:23:07 +02:00
904ef0d4be
Adjust to standard example screen size
2016-06-08 22:55:38 +02:00
2d90cc59b6
Update distortion.fs
2016-06-08 18:48:25 +02:00
5576dea00b
Rename raylib_rlgl_standalone.c to rlgl_standalone.c
2016-06-08 18:27:43 +02:00