| Age | Commit message (Collapse) | Author |
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Moved all external libraries used by raylib to external folder inside
raylib src. Makefile has already been update and also the different
includes in raylib modules.
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Internal modelview and projection matrices can be replaced before
drawing.
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This is a first step toward a bigger project. Some modules could be
ported to header-only to be used as standalone.
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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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It tints all fragments, ignores lighting. Useful for some features like
feedback (damage color, ...).
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Scaling normal depth (y axis) makes disappear the specular of
fragments... So I think it can be removed, it is not a very
useful/important attribute.
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Support render texture size different than screen size
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Now shader maps use a generic naming convention for any kind of texture
maps (not only diffuse, normal or specular). Useful for custom shaders.
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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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- Ambient and lambert lighting added.
- Ambient and diffuse colors linked to standard shader.
- Single light linked to standard shader.
- LoadStandardMaterial() and depending functions added.
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...on model drawing
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Improved materials
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Keep asking myself why I maintain this rendering path... -___-
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Depending on mesh data, it can be loaded and default vertex attribute
location points are set, including colors, tangents and texcoords2
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- Renamed some functions for consistency (default buffers)
- Removed mystrdup() function (implemented inline)
- Renamed TextFileRead() to ReadTextFile()
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Improve DXT-ETC1 support on HTML5
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Only defaultShader required, set default value for vertex color
attribute if not enabled and fragColor uniform
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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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...despite not being enabled on GLFW3
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Redesigned to work as standalone and support fordward-compatible context
(shaders review)
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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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Requires Shader access functions review
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