| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2016-06-15 | Reviewing Oculus rendering... | Ray | |
| 2016-06-14 | Fixed little bug in physac example | victorfisac | |
| 2016-06-14 | Fixed spacing and set UpdatePhysics() function as static... | victorfisac | |
| and remove static from PhysicsThread(). | |||
| 2016-06-14 | Add pthread external library to source... | victorfisac | |
| and add instructions in physac examples to run it successful. | |||
| 2016-06-14 | Fixed bug in delta time calculation... | victorfisac | |
| and added PHYSAC_NO_THREADS define. Improved physac example drawing frames per second in screen. | |||
| 2016-06-14 | Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop | victorfisac | |
| 2016-06-14 | raylib Oculus Rift CV1 example... IT WORKS!!! | raysan5 | |
| 2016-06-14 | Update Oculus sample (will be moved soon) | raysan5 | |
| 2016-06-14 | Updated raylib Oculus example | raysan5 | |
| 2016-06-12 | Updated physics examples with new module changes | victorfisac | |
| 2016-06-11 | Update physac examples with fixed timestep method | victorfisac | |
| 2016-06-10 | Fixed GLSL 100 shaders | victorfisac | |
| texture() doesn't exist in glsl 100, it must use texture2D(). | |||
| 2016-06-09 | Updated examples for new physac header-only | raysan5 | |
| 2016-06-09 | Updated to raylib 1.5 | Ray | |
| 2016-06-08 | Adjust to standard example screen size | Ray | |
| 2016-06-08 | Update distortion.fs | Ray | |
| 2016-06-08 | Rename raylib_rlgl_standalone.c to rlgl_standalone.c | Ray | |
| 2016-06-08 | Added distortion shader to render | raysan5 | |
| 2016-06-08 | Stereo rendering test | Ray | |
| Trying to simulate Oculus Rift CV1 rendering without the device... for Debug pourposes. | |||
| 2016-06-08 | Update screenshot | Ray | |
| 2016-06-07 | Updated some code | Ray | |
| 2016-06-07 | Reorganized device init/close | raysan5 | |
| 2016-06-03 | Basic raylib Oculus Rift template for reference | raysan5 | |
| Not functional yet... | |||
| 2016-06-03 | Updated camera 2d example | raysan5 | |
| 2016-06-03 | Update eye render pose with layer data | Ray | |
| 2016-06-02 | Updated Oculus sample | raysan5 | |
| 2016-05-31 | Updated Oculus sample to Oculus SDK 1.4 | raysan5 | |
| Still working on the sample but almost finished. Some rlgl internals redesign required and it will be ready! | |||
| 2016-05-31 | Review text formatting (spacing, tabs...) | raysan5 | |
| 2016-05-31 | Removed colTint, tint color is colDiffuse | raysan5 | |
| Tint color could be applied to colDiffuse... but what's the best way? Replace it? Multiply by? A point to think about... | |||
| 2016-05-31 | Improved library consistency | raysan5 | |
| Functions renamed to improve library consistency | |||
| 2016-05-31 | Reviewed DrawLight() function and some tweaks | Ray | |
| 2016-05-30 | Standard Lighting (3/3) | victorfisac | |
| - 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. | |||
| 2016-05-30 | Added normal and specular maps logic to standard... | victorfisac | |
| ...shader and updated example. | |||
| 2016-05-30 | Add 'dwarf' model normal and specular maps to resources folder | victorfisac | |
| 2016-05-29 | Delete old example mesh resource file | victorfisac | |
| 2016-05-29 | Improved render to texture | raysan5 | |
| Support render texture size different than screen size | |||
| 2016-05-23 | Some tweaks | raysan5 | |
| It seems there are some problems with DrawLights() | |||
| 2016-05-21 | Fix small bug and spacing | victorfisac | |
| 2016-05-21 | Add standard lighting (2/3) | victorfisac | |
| - 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. | |||
| 2016-05-21 | Remove deprecated phong lighting shaders and example | victorfisac | |
| 2016-05-20 | fix example | Gordon McShane | |
| - fix gamepad axis query in example broken by db4585b Improved gamepad support | |||
| 2016-05-20 | Review struct typedef to avoid pointers for users | raysan5 | |
| 2016-05-18 | Updated shaders with comments | raysan5 | |
| 2016-05-17 | Corrected function name | Ray | |
| texture2D() is deprecated on GLSL 330 | |||
| 2016-05-13 | Fix building examples on OSX | Chris Hemingway | |
| 2016-05-07 | Testing new material usage | raysan5 | |
| 2016-05-04 | Updated Oculus sample | raysan5 | |
| 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... | |||
| 2016-05-03 | Renamed function for consistency | raysan5 | |
| 2016-05-01 | New oculus sample to test... | raysan5 | |
| 2016-04-23 | Oculus SDK 1.3 + GLFW3 sample -NOT WORKING- | raysan5 | |
