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<title>raylib/examples/models/resources/shaders, branch fix-mouse-released</title>
<subtitle>Forked from https://github.com/raysan5/raylib</subtitle>
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<entry>
<title>Review weird PBR shader issue &gt;_&lt;</title>
<updated>2019-09-12T17:22:47+00:00</updated>
<author>
<name>Ray</name>
<email>raysan5@gmail.com</email>
</author>
<published>2019-09-12T17:22:47+00:00</published>
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<entry>
<title>Corrected issue with shader loading</title>
<updated>2019-05-17T23:24:00+00:00</updated>
<author>
<name>Ray</name>
<email>raysan5@gmail.com</email>
</author>
<published>2019-05-17T23:24:00+00:00</published>
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When using FormatText() several times in same function, returned string is static and so, the same is returned, resulting in failures on shader loading.
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When using FormatText() several times in same function, returned string is static and so, the same is returned, resulting in failures on shader loading.
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</entry>
<entry>
<title>Review shader examples</title>
<updated>2019-05-17T18:03:04+00:00</updated>
<author>
<name>Ray</name>
<email>raysan5@gmail.com</email>
</author>
<published>2019-05-17T18:03:04+00:00</published>
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<entry>
<title>Review PBR shaders</title>
<updated>2019-04-05T14:43:09+00:00</updated>
<author>
<name>Ray</name>
<email>raysan5@gmail.com</email>
</author>
<published>2019-04-05T14:43:09+00:00</published>
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Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
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Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
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</entry>
<entry>
<title>Review BRDF texture generation</title>
<updated>2019-01-06T14:49:29+00:00</updated>
<author>
<name>raysan5</name>
<email>raysan5@gmail.com</email>
</author>
<published>2019-01-06T14:49:29+00:00</published>
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Actually, that function should be redesigned...
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Actually, that function should be redesigned...
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<entry>
<title>Support float texture data on OpenGL ES 2.0</title>
<updated>2018-12-25T14:19:25+00:00</updated>
<author>
<name>raysan5</name>
<email>raysan5@gmail.com</email>
</author>
<published>2018-12-25T14:19:25+00:00</published>
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<entry>
<title>Renamed shader variable</title>
<updated>2018-05-05T22:44:59+00:00</updated>
<author>
<name>Ray</name>
<email>raysan5@gmail.com</email>
</author>
<published>2018-05-05T22:44:59+00:00</published>
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<entry>
<title>Correct issue with tangents</title>
<updated>2018-03-04T22:24:30+00:00</updated>
<author>
<name>Ray</name>
<email>raysan5@gmail.com</email>
</author>
<published>2018-03-04T22:24:30+00:00</published>
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<entry>
<title>Renamed modelviewprojection matrix</title>
<updated>2017-08-24T23:43:55+00:00</updated>
<author>
<name>raysan5</name>
<email>raysan5@gmail.com</email>
</author>
<published>2017-08-24T23:43:55+00:00</published>
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<entry>
<title>Working on PBR system</title>
<updated>2017-07-19T16:55:32+00:00</updated>
<author>
<name>raysan5</name>
<email>raysan5@gmail.com</email>
</author>
<published>2017-07-19T16:55:26+00:00</published>
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Moved PBR material loading to example, right decision?
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Moved PBR material loading to example, right decision?
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