6d1b712a96
Reviewed modules comments
2016-11-16 18:46:13 +01:00
f16f39e8aa
code tweaks to avoid some warnings
2016-11-02 00:50:08 +01:00
673dcf9436
Comments tweaks
2016-10-31 20:39:03 +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
8f60996b64
Corrected some warnings
2016-10-17 00:03:38 +02:00
5fecf5c088
Review UpdateVrTracking() and rlglLoadRenderTexture()
2016-10-10 19:42:59 +02:00
5af1b4a7c9
Added simulated head-tracking on VR simulator
...
A simple 1st person camera... still requires some work...
2016-10-09 20:56:58 +02:00
7f0880a735
Review spacing formatting
...
raylib uses spaces between '+' and '-' signs but not between '*' and '/'
signs, it's a chosen convention
2016-09-12 19:36:41 +02:00
10280c4b91
Some code tweaks
2016-09-07 23:14:16 +02:00
36f20376e6
Redesigned lighting shader system
2016-09-05 20:15:21 +02:00
2c079d7c6e
Review Lua examples and formatting
2016-08-07 11:14:08 +02:00
47b6e62744
Fixed bug with BoundingBox Lua constructor
...
Fixed use-after-free in DestroyLight
2016-08-06 22:14:49 +02:00
a008d49230
Corrected some issues to compile with MSC
2016-07-29 13:17:50 +02:00
32a671b9da
OS X comaptiblity changes and compiled library
2016-07-22 11:55:04 -04:00
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
0fbd48a889
Corrected bug on OpenGL 1.1
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Set makefile to default OpenGL 3.3 compilation
2016-07-16 14:58:53 +02:00
11172118d1
Review comments
2016-07-13 20:05:00 +02:00
9d6d68f00a
Support VR mode disable on Oculus device
2016-07-12 18:44:45 +02:00
22672bc738
Added Oculus functions declaration and comments
2016-07-11 19:01:13 +02:00
56ec22f5c9
Corrected some issues on OpenGL 1.1
...
Corrected lighting system crash and VR variables not found...
2016-07-11 17:34:12 +02:00
84d1b19f61
Added custom Oculus CV1 parameters
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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
24c267d324
Compute stereo config from device parameters
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Simulator configuration is directly obtained from VR device parameters!
2016-07-10 20:09:18 +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
3922bc27cd
Supporting multiple HMD configurations
...
-IN PROGRESS-
2016-07-08 00:57:27 +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
e2a3a52ad6
Edited comment
2016-07-06 20:02:33 +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
3fb1c446ea
Corrected issue on RPI on model drawing
2016-07-04 18:34:28 +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
308fcbb96c
Added eyes projection/view matrices calculation
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Based on HMD parameters (IPD, ScreenSize, LesnsSeparation...)
2016-06-27 20:10:28 +02:00
c4922c9e88
Reorganize shaders to respective folders
2016-06-27 18:32:56 +02:00
4b444e7cc3
Comment glBlitFramebuffer()
2016-06-26 18:43:10 +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
369b8532c0
Review rlglInitGraphics()
2016-06-25 22:42:35 +02:00
b358402cb3
Some code tweaks (view description)
...
- Added support for RLGL_NO_STANDARD_SHADER
- Store framebuffer width and height as globals
- Reorganize rlglInit() function
2016-06-24 19:37:52 +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
9fdf4420d5
Corrected bugs on OpenGL 2.1
2016-06-17 00:29:46 +02:00
4df7a0f2f8
Added support for OpenGL 2.1
2016-06-16 20:25:50 +02:00
3468af213f
Reviewing Oculus rendering...
2016-06-15 00:54:55 +02:00
c914010606
Correct issue on Oculus drawing
2016-06-14 18:37:28 +02:00
3ce0228206
Move Oculus Rift support to rlgl module
2016-06-14 17:16:20 +02:00