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2016-06-06Reorganize external libraries - BREAKING CHANGE -Ray
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.
2016-06-05Corrected compilation bug on OpenGL 1.1Ray
2016-06-02Added functions to customize internal matrixraysan5
Internal modelview and projection matrices can be replaced before drawing.
2016-06-02Remove GLEW dependencyraysan5
2016-06-02Review heades usageRay
This is a first step toward a bigger project. Some modules could be ported to header-only to be used as standalone.
2016-06-01Corrected some issues on OpenGL 1.1raysan5
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
2016-05-30Added tint color attribute to material data typevictorfisac
It tints all fragments, ignores lighting. Useful for some features like feedback (damage color, ...).
2016-05-30Remove normal depthvictorfisac
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.
2016-05-30Add normal and specular maps to draw model processvictorfisac
2016-05-29Improved render to textureraysan5
Support render texture size different than screen size
2016-05-25Renamed shader variables (more generic names)raysan5
Now shader maps use a generic naming convention for any kind of texture maps (not only diffuse, normal or specular). Useful for custom shaders.
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.
2016-05-20Add standard lighting (1/3)victorfisac
- Ambient and lambert lighting added. - Ambient and diffuse colors linked to standard shader. - Single light linked to standard shader. - LoadStandardMaterial() and depending functions added.
2016-05-20Comented buggy code to avoid problems...raysan5
...on model drawing
2016-05-20Add lighting system -IN PROGRESS-raysan5
Improved materials
2016-05-20Support DYNAMIC_DRAW mesh loadingraysan5
2016-05-19Corrected namingsraysan5
2016-05-18Reorganize data for consistencyraysan5
2016-05-12Simplified internal (default) dynamic buffersraysan5
2016-05-10Support indexed mesh data on OpenGL 1.1 pathraysan5
Keep asking myself why I maintain this rendering path... -___-
2016-05-10Added support for indexed mesh dataraysan5
2016-05-09Added defines for default shader namesRay
2016-05-08Improved vertex attribs support for modelsRay
2016-05-08Improved mesh supportraysan5
Depending on mesh data, it can be loaded and default vertex attribute location points are set, including colors, tangents and texcoords2
2016-05-07Corrected issues with OpenGL 1.1 backendraysan5
2016-05-07Library redesign to accomodate materials systemraysan5
2016-05-03Clean up and consistency reviewraysan5
- Renamed some functions for consistency (default buffers) - Removed mystrdup() function (implemented inline) - Renamed TextFileRead() to ReadTextFile()
2016-05-02Removed debug functionsRay
2016-05-02Working on materials system...Ray
2016-05-01Check for WebGL/Webkit extensionsRay
Improve DXT-ETC1 support on HTML5
2016-04-17Corrected bug with old FBO structraysan5
2016-04-10Use Depth Texture on OpenGL 3.3raysan5
2016-04-07Simplified texture flip and added commentsraysan5
2016-04-04Correct detailraysan5
2016-04-03Unified internal shader to only oneRay
Only defaultShader required, set default value for vertex color attribute if not enabled and fragColor uniform
2016-04-03Some code simplificationsraysan5
2016-04-01Remove old postprocessing 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.
2016-03-27Corrected bug and comments on model unloadingraysan5
2016-03-20Improved windows resizing system...raysan5
...despite not being enabled on GLFW3
2016-03-20Redesign to work as standaloneraysan5
Redesigned to work as standalone and support fordward-compatible context (shaders review)
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.
2016-03-06Redesign to use Material type -IN PROGRESS-raysan5
Requires Shader access functions review
2016-03-02Review rlglUnproject() systemraysan5
2016-03-01Corrected memory leakraysan5