| Age | Commit message (Collapse) | Author |
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Not functional yet...
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Still working on the sample but almost finished. Some rlgl internals
redesign required and it will be ready!
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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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Functions renamed to improve library consistency
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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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...shader and updated example.
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Support render texture size different than screen size
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It seems there are some problems with DrawLights()
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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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- fix gamepad axis query in example broken by db4585b Improved gamepad support
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texture2D() is deprecated on GLSL 330
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Now GLFW3 windows/context creation works ok and a sample red rectangle
has been drawn using rlgl. Next step is working in tracking
position/orientation maths and try to get a simple 3d scene...
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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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Finally, physics update is handled in main thread using steps to get
accuracy in collisions detection instead of moving it to a new thread.
Examples are finished as simple and clear as I could. Finally, physac
module is MORE simpler than in the first version, calculation everything
by the same way for both types of physic objects.
I tryed to add rotated physics a couple of times but I didn't get
anything good to get a base to improve it. Maybe for the next version...
No bugs or strange behaviours found during testing.
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Depth test disabled for 2D and only used on 3D; consequently LINES vs
TRIANGLES vs QUADS buffers drawing order maters... but blending also
works ok.
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I've renamed all makefile files to "Makefile" because they appear in the first files.
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I've added "-ldl" library, it's necessary to compile the project.
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I've cleaned the GNU/Linux compilation, now you can compile without useless parameters.
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If you have raylib on standard directories ("/usr/local/include/raylib/raylib.h" for the header and "/usr/local/lib/libraylib.a" for raylib library) you can compile without edit the makefile.
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