e52032f646
Complete review of raymath
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Now it should be coherent with OpenGL math standards
2017-07-21 17:19:28 +02:00
38d9fcb08e
Moved some functions to raymath
...
Exposed some raymath useful functions to raylib API
2017-07-21 15:25:35 +02:00
980d9d4cd4
rlgl usable as standalone library
2017-07-21 10:42:57 +02:00
0dabb2708b
Reorganized a couple of functions
2017-07-19 19:53:53 +02:00
d368403a13
Working on PBR materials, renamed some data
2017-07-19 10:09:34 +02:00
6546474fa4
Manual integration of material-pbr into develop
2017-07-17 00:33:40 +02:00
8ca8550739
Removed function reference
2017-07-08 14:22:48 +02:00
9f09f6f550
Rename enum LogType names...
...
...to avoid possible conflicting symbols
2017-07-02 12:35:13 +02:00
50c887cb0a
Support HDR R32G32B32 float textures loading
2017-05-08 12:31:47 +02:00
822c2ddad5
Some defines tweaks for consistency
2017-05-08 02:47:44 +02:00
39732d04ec
Comments review
2017-05-08 00:55:26 +02:00
d593bd0081
Some code tweaks
2017-04-30 13:03:31 +02:00
247da006ae
Rename parameter
2017-04-22 22:35:04 +02:00
59652c75b4
Review some comments
2017-03-20 20:34:44 +01:00
5d1f661661
Remove Oculus support from code
...
Moved to custom example, now raylib only supports simulated VR
rendering.
Oculus code was too device dependant... waiting for OpenXR.
2017-03-14 01:05:22 +01:00
836c1636a2
Remove lighting system from rlgl standalone header
2017-02-08 20:02:40 +01:00
f164ec80d6
Upload wave collector - GGJ17 game
2017-01-22 15:31:56 +01:00
852f3d4fd0
Review comments and formatting
2016-12-25 02:01:13 +01:00
f1bcfc1352
Corrected bug on GenTextureMipmaps()
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texture.mipmaps value needs to be updated, so, texture must be passed by
reference instead of by value
2016-11-22 12:14:55 +01:00
bee283b12b
Some tweaks around
2016-11-17 12:55:30 +01:00
6d1b712a96
Reviewed modules comments
2016-11-16 18:46:13 +01:00
9d3ad52160
Removed byte typedef
2016-11-15 19:15:25 +01:00
988d39029f
Support textures filtering
2016-10-29 22:17:19 +02:00
4ff98f34bb
Function to set texture parameters -IN PROGRESS-
2016-10-27 13:40:48 +02:00
d5e0f4e84e
Added notes on vr tracking -> camera update
2016-10-17 17:02:33 +02:00
5fecf5c088
Review UpdateVrTracking() and rlglLoadRenderTexture()
2016-10-10 19:42:59 +02:00
36f20376e6
Redesigned lighting shader system
2016-09-05 20:15:21 +02:00
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)
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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
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
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()
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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...
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...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
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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...
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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
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
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Internal modelview and projection matrices can be replaced before
drawing.
2016-06-02 20:23:09 +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
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