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2016-06-27Corrected stream playing with indexraysan5
2016-06-26Enable/Disable VR experienceraysan5
2016-06-26Added notes about chromatic aberrationRay
2016-06-25Updated to new rlglraysan5
2016-06-25Corrected window size to unify with other examplesraysan5
2016-06-24Removed function SetModelTexture()raysan5
It's more educational to go through new material system, so, I decide to remove this function to avoid students confusion...
2016-06-21Added distortion shader for testingraysan5
2016-06-21Code tweakraysan5
2016-06-21Simplify Oculus example...Ray
...to align it with standard raylib code. Final goal would be having the same code work for every platform with no changes...
2016-06-17Improving Oculus Rift example...Ray
Under design... looking for the easiest and most comprehensive way for the user to use VR...
2016-06-15Reviewing Oculus rendering...Ray
2016-06-14Fixed little bug in physac examplevictorfisac
2016-06-14Fixed spacing and set UpdatePhysics() function as static...victorfisac
and remove static from PhysicsThread().
2016-06-14Add pthread external library to source...victorfisac
and add instructions in physac examples to run it successful.
2016-06-14Fixed bug in delta time calculation...victorfisac
and added PHYSAC_NO_THREADS define. Improved physac example drawing frames per second in screen.
2016-06-14Merge remote-tracking branch 'refs/remotes/raysan5/develop' into developvictorfisac
2016-06-14raylib Oculus Rift CV1 example... IT WORKS!!!raysan5
2016-06-14Update Oculus sample (will be moved soon)raysan5
2016-06-14Updated raylib Oculus exampleraysan5
2016-06-12Updated physics examples with new module changesvictorfisac
2016-06-11Update physac examples with fixed timestep methodvictorfisac
2016-06-10Fixed GLSL 100 shadersvictorfisac
texture() doesn't exist in glsl 100, it must use texture2D().
2016-06-09Updated examples for new physac header-onlyraysan5
2016-06-09Updated to raylib 1.5Ray
2016-06-08Adjust to standard example screen sizeRay
2016-06-08Update distortion.fsRay
2016-06-08Rename raylib_rlgl_standalone.c to rlgl_standalone.cRay
2016-06-08Added distortion shader to renderraysan5
2016-06-08Stereo rendering testRay
Trying to simulate Oculus Rift CV1 rendering without the device... for Debug pourposes.
2016-06-08Update screenshotRay
2016-06-07Updated some codeRay
2016-06-07Reorganized device init/closeraysan5
2016-06-03Basic raylib Oculus Rift template for referenceraysan5
Not functional yet...
2016-06-03Updated camera 2d exampleraysan5
2016-06-03Update eye render pose with layer dataRay
2016-06-02Updated Oculus sampleraysan5
2016-05-31Updated Oculus sample to Oculus SDK 1.4raysan5
Still working on the sample but almost finished. Some rlgl internals redesign required and it will be ready!
2016-05-31Review text formatting (spacing, tabs...)raysan5
2016-05-31Removed colTint, tint color is colDiffuseraysan5
Tint color could be applied to colDiffuse... but what's the best way? Replace it? Multiply by? A point to think about...
2016-05-31Improved library consistencyraysan5
Functions renamed to improve library consistency
2016-05-31Reviewed DrawLight() function and some tweaksRay
2016-05-30Standard 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.
2016-05-30Added normal and specular maps logic to standard...victorfisac
...shader and updated example.
2016-05-30Add 'dwarf' model normal and specular maps to resources foldervictorfisac
2016-05-29Delete old example mesh resource filevictorfisac
2016-05-29Improved render to textureraysan5
Support render texture size different than screen size
2016-05-23Some tweaksraysan5
It seems there are some problems with DrawLights()
2016-05-21Fix small bug and spacingvictorfisac
2016-05-21Add 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.
2016-05-21Remove deprecated phong lighting shaders and examplevictorfisac