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84dc56ba89
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@ -42,7 +42,7 @@ features
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- **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h)
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- Multiple **Fonts** formats supported (TTF, OTF, FNT, BDF, sprite fonts)
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- Multiple texture formats supported, including **compressed formats** (DXT, ETC, ASTC)
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- **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more!
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- **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more!
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- Flexible Materials system, supporting classic maps and **PBR maps**
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- **Animated 3D models** supported (skeletal bones animation) (IQM, M3D, glTF)
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- Shaders support, including model shaders and **postprocessing** shaders
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@ -111,7 +111,7 @@ raylib has been developed on Windows platform using [Notepad++](https://notepad-
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learning and docs
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------------------
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raylib is designed to be learned using [the examples](https://github.com/raysan5/raylib/tree/master/examples) as the main reference. There is no standard API documentation but there is a [**cheatsheet**](https://www.raylib.com/cheatsheet/cheatsheet.html) containing all the functions available on the library a short description of each one of them, input parameters and result value names should be intuitive enough to understand how each function works.
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raylib is designed to be learned using [the examples](https://github.com/raysan5/raylib/tree/master/examples) as the main reference. There is no standard API documentation but there is a [**cheatsheet**](https://www.raylib.com/cheatsheet/cheatsheet.html) containing all the functions available on the library a short description of each one of them, input parameters and result value names should be intuitive enough to understand how each function works.
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Some additional documentation about raylib design can be found in [raylib GitHub Wiki](https://github.com/raysan5/raylib/wiki). Here are the relevant links:
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@ -1,7 +1,7 @@
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# Setup the project and settings
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project(raylib C)
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set(PROJECT_VERSION 5.5.0)
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set(API_VERSION 550)
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set(PROJECT_VERSION 6.0.0)
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set(API_VERSION 600)
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include(GNUInstallDirs)
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include(JoinPaths)
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2
src/external/rlsw.h
vendored
2
src/external/rlsw.h
vendored
@ -3446,7 +3446,7 @@ static inline bool sw_is_texture_valid(uint32_t id)
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else if (id >= SW_MAX_TEXTURES) valid = false;
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else if (RLSW.loadedTextures[id].pixels == NULL) valid = false;
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return true;
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return valid;
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}
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static inline bool sw_is_texture_filter_valid(int filter)
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@ -3928,7 +3928,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
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// Upload runtime bone transforms matrices, to compute skinning on the shader (GPU-skinning)
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// NOTE: Required location must be found and Mesh bones indices and weights must be also uploaded to shader
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if ((mat.shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS] != -1) && (model.boneMatrices != NULL))
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if ((mat.shader.locs != NULL) && (mat.shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS] != -1) && (model.boneMatrices != NULL))
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{
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rlEnableShader(mat.shader.id); // Enable shader to set bone transform matrices
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rlSetUniformMatrices(mat.shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS], model.boneMatrices, model.skeleton.boneCount);
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