| Age | Commit message (Collapse) | Author |
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Simplified module for Music and AudioStream
Added support for raw audio streaming (with example)
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Oculus Rift CV1 default values seem not to be available...
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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
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Now it's easier for the user! Just init Oculus device and get stereo
rendering!
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texture() doesn't exist in glsl 100, it must use texture2D().
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Tint color could be applied to colDiffuse... but what's the best way?
Replace it? Multiply by? A point to think about...
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- Added normal and specular maps to standard shader.
- Added full tint attribute to standard shader and material data type.
- Changed point light attenuation to radius.
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- 3 light types added (point, directional, spot).
- DrawLights() function added using line shapes.
- Standard lighting example added.
- Removed useless struct variables from material and light.
- Fixed light attributes dynamic locations errors.
- Standard vertex and fragment shaders temporally added until rewrite it
as char pointers in rlgl.
TODO:
- Add normal and specular maps calculations in standard shader.
- Add control structs to handle which attributes needs to be calculated
(textures, specular...).
- Adapt standard shader to version 110.
- Rewrite standard shader as char pointers in rlgl.
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texture2D() is deprecated on GLSL 330
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NOTE: It requires a depth texture as input, it should be configured on
rlgl, by default RenderTexture (fbo) uses Depth Renderbuffer instead of
Depth Texture. Check rlglLoadRenderTexture()
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Now it's possible to render to texture, old postprocessing system will
be removed on next raylib version.
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- New lighting engine module which contains new data types Light and
Material. These data types and functions facilitates making a basic 3D
iluminated program with a light and a model.
- Added lighting engine module example (currently included in raylib.h;
it might be compiled by separate and include lighting.h in game source C
file).
- Corrected some opengl defines control structures and added some TODO
to fix raylib-opengl 1.1 source build (note: now source can be compiled
without errors, but rlglReadPixels() won't work properly).
Note: most of functions of phong version 330 shader are not in v100
shaders, so I couldn't write a version 100 phong shader. These functions
are included from version 150.
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Cat replaced by dwarf
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- Camera system moved to a separate module [camera.c]
- WIP: Added customization functions for camera controls
- Added custom shaders support on batch drawing
- Complete redesign of textures module to support multiple texture
formats (compressed and uncompressed)
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Examples have been renamed for coherence with raylib modules and test
examples have been merged into examples folder.
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View CHANGELOG for full list of changes
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