| Age | Commit message (Collapse) | Author |
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Note this example is not working properly, it still requires some review.
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All data should be properly initialized by now
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They are not automatically unloaded when unloading the model!
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- Mesh, Shader, Material structs have been reviewed to minimize size when passed by value, all required code has been reviewed.
- GetCollisionRayModel() reviewed to avoid pointer, not required because model is not modified inside the function
- UnloadMesh() reviewed, pointer not required
- CheckCollisionRay*() parameters name reviewed
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* Fix loading multiple animations from .iqm file
* Fix memory leak in models_animation example
* Added export instructions to the animation example
* use raylib free
* include <stdlib.h> to appease the travis CI gods
* replace tabs with spaces
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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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Redesigns, deletes and renames
Also noted authors propertly on contributed examples
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Added walls collision check
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Some tweaks
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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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Multiple functions added and some reviewed to adapt to the new multi-mesh, multi-material and animated models.
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Actually, that function should be redesigned...
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To generate 2D polygonal shape
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This commit implements a big update of rlgl module, intended to optimize some parts. This change could break some code bases... hopefully not, but it could.
The BIG changes to the module are:
- Replaced LINES-TRIANGLES-QUADS buffers by a single one, now all vertex data is accumulated on a single buffer and managed with registered draw calls. LINES-TRIANGLES-QUADS could be used the same way as before, rlgl will manage them carefully. That's a big improvement of the system.
- Support multi-buffering if required. Just define MAX_BATCH_BUFFERING desired size (currently set to 1 batch). Should be enough for most of the situations.
- Removed temporal accumulative buffers for matrix transformations, now transformations are directly applied to vertex when on rlVertex3f()
- Reviewed rlPushMatrix()/rlPopMatrix() to be consistent with OpenGL 1.1, probably I should remove that ancient behaviour but... well, it was not consistent and now it is.
- Minor tweaks: LoadText(), I broke it in last update... also multiple comments reviewed.
- TODO: MAX_BATCH_ELEMENTS checking should probably be reviewed... done some tests and it works but...
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