| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 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 | |
| 2016-04-17 | Improved gestures system | raysan5 | |
| 2016-04-17 | Updated gestures example | raysan5 | |
| 2016-04-08 | Added depth drawing shader | raysan5 | |
| 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() | |||
| 2016-04-07 | Simplified texture flip and added comments | raysan5 | |
| 2016-04-07 | Review shader and add comments | raysan5 | |
| 2016-04-07 | Reviewed shaders and added comments | raysan5 | |
| 2016-04-03 | Remove recipes of GLEW from Makefile (not used any more) | LelixSuper | |
| 2016-04-03 | Remove duplicate code | LelixSuper | |
| 2016-04-01 | Remove old postprocessing system | raysan5 | |
| 2016-03-30 | Updated example to new render to texture system | raysan5 | |
| 2016-03-30 | Added support for render to texture (use RenderTexture2D) | raysan5 | |
| Now it's possible to render to texture, old postprocessing system will be removed on next raylib version. | |||
| 2016-03-27 | Remove old screenshot | raysan5 | |
| 2016-03-27 | Improved 2d camera system -IN PROGRESS- | raysan5 | |
| 2016-03-23 | Physac redesign (3/3) | victorfisac | |
| 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. | |||
| 2016-03-17 | Improved 2D-3D drawing | Ray | |
| 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. | |||
| 2016-03-16 | Updated and improved physac examples | victorfisac | |
| 2016-03-13 | Remove GLEW library and uncomment other GNU/Linux dependences | LelixSuper | |
