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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
2016-05-20fix exampleGordon McShane
- fix gamepad axis query in example broken by db4585b Improved gamepad support
2016-05-20Review struct typedef to avoid pointers for usersraysan5
2016-05-18Updated shaders with commentsraysan5
2016-05-17Corrected function nameRay
texture2D() is deprecated on GLSL 330
2016-05-13Fix building examples on OSXChris Hemingway
2016-05-07Testing new material usageraysan5
2016-05-04Updated Oculus sampleraysan5
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...
2016-05-03Renamed function for consistencyraysan5
2016-05-01New oculus sample to test...raysan5
2016-04-23Oculus SDK 1.3 + GLFW3 sample -NOT WORKING-raysan5
2016-04-17Improved gestures systemraysan5
2016-04-17Updated gestures exampleraysan5
2016-04-08Added depth drawing shaderraysan5
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()
2016-04-07Simplified texture flip and added commentsraysan5
2016-04-07Review shader and add commentsraysan5
2016-04-07Reviewed shaders and added commentsraysan5
2016-04-03Remove recipes of GLEW from Makefile (not used any more)LelixSuper
2016-04-03Remove duplicate codeLelixSuper
2016-04-01Remove old postprocessing systemraysan5
2016-03-30Updated example to new render to texture systemraysan5
2016-03-30Added 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.
2016-03-27Remove old screenshotraysan5
2016-03-27Improved 2d camera system -IN PROGRESS-raysan5
2016-03-23Physac 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.
2016-03-17Improved 2D-3D drawingRay
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.
2016-03-16Updated and improved physac examplesvictorfisac
2016-03-13Remove GLEW library and uncomment other GNU/Linux dependencesLelixSuper