Commit Graph

196 Commits

Author SHA1 Message Date
Ray
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
Ray
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
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
Ray
374e3e7e11 Updated to raylib 1.5 2016-06-09 01:23:07 +02:00
Ray
904ef0d4be Adjust to standard example screen size 2016-06-08 22:55:38 +02:00
Ray
2d90cc59b6 Update distortion.fs 2016-06-08 18:48:25 +02:00
Ray
5576dea00b Rename raylib_rlgl_standalone.c to rlgl_standalone.c 2016-06-08 18:27:43 +02:00
b79ede4edb Added distortion shader to render 2016-06-08 13:29:56 +02:00
Ray
79a6235811 Stereo rendering test
Trying to simulate Oculus Rift CV1 rendering without the device... for
Debug pourposes.
2016-06-08 00:32:34 +02:00
Ray
c99fc5108e Update screenshot 2016-06-08 00:31:00 +02:00
Ray
ee795150fa Updated some code 2016-06-07 23:44:53 +02:00
5631f822bd Reorganized device init/close 2016-06-07 20:46:03 +02:00
b574e105dd Basic raylib Oculus Rift template for reference
Not functional yet...
2016-06-03 18:08:50 +02:00
501ef80bed Updated camera 2d example 2016-06-03 13:22:24 +02:00
Ray
e2173922f0 Update eye render pose with layer data 2016-06-03 00:46:56 +02:00
4bc339ea4e Updated Oculus sample 2016-06-02 20:25:11 +02:00
8f91ed81c5 Updated Oculus sample to Oculus SDK 1.4
Still working on the sample but almost finished. Some rlgl internals
redesign required and it will be ready!
2016-05-31 20:08:36 +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
Ray
caa7bc366b Reviewed DrawLight() function and some tweaks 2016-05-31 00:51:55 +02:00
11cf455fe0 Standard Lighting (3/3)
- Added normal and specular maps to standard shader.
- Added full tint attribute to standard shader and material data type.
- Changed point light attenuation to radius.
2016-05-30 19:59:21 +02:00
0ff26f527f Added normal and specular maps logic to standard...
...shader and updated example.
2016-05-30 19:26:17 +02:00
5c32cf2095 Add 'dwarf' model normal and specular maps to resources folder 2016-05-30 19:19:15 +02:00
ae2d0d4cd8 Delete old example mesh resource file 2016-05-29 22:41:23 +02:00
ea5b00528b Improved render to texture
Support render texture size different than screen size
2016-05-29 11:49:13 +02:00
48374c85dd Some tweaks
It seems there are some problems with DrawLights()
2016-05-23 11:25:04 +02:00
dcd6942ed1 Fix small bug and spacing 2016-05-21 18:22:15 +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
80eb4f3f50 Remove deprecated phong lighting shaders and example 2016-05-21 18:11:25 +02:00
c0983f3400 fix example
- fix gamepad axis query in example broken by db4585b Improved gamepad support
2016-05-20 11:03:44 -07:00
c9e30f7754 Review struct typedef to avoid pointers for users 2016-05-20 10:53:31 +02:00
bc08271da3 Updated shaders with comments 2016-05-18 12:04:27 +02:00
Ray
0e29aa2951 Corrected function name
texture2D() is deprecated on GLSL 330
2016-05-17 00:39:56 +02:00
b62bbb78ed Fix building examples on OSX 2016-05-13 23:01:48 +01:00
29761c2519 Testing new material usage 2016-05-07 18:29:04 +02:00
ba60918eaa Updated Oculus sample
Now GLFW3 windows/context creation works ok and a sample red rectangle
has been drawn using rlgl. Next step is working in tracking
position/orientation maths and try to get a simple 3d scene...
2016-05-04 20:25:32 +02:00
fd67e31f63 Renamed function for consistency 2016-05-03 19:27:06 +02:00
cc39b4660a New oculus sample to test... 2016-05-01 21:55:34 +02:00