| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2016-09-07 | Some code tweaks | Ray | |
| 2016-09-05 | Redesigned lighting shader system | raysan5 | |
| 2016-08-07 | Review Lua examples and formatting | Ray | |
| 2016-08-06 | Fixed bug with BoundingBox Lua constructor | ghassanpl | |
| Fixed use-after-free in DestroyLight | |||
| 2016-07-29 | Corrected some issues to compile with MSC | raysan5 | |
| 2016-07-22 | OS X comaptiblity changes and compiled library | sol-prog | |
| 2016-07-18 | Some code tweaks | raysan5 | |
| 2016-07-16 | Expose Oculus Rift functionality directly | raysan5 | |
| 2016-07-16 | Added rlgl standalone sample | raysan5 | |
| 2016-07-16 | Corrected bug on OpenGL 1.1 | raysan5 | |
| Set makefile to default OpenGL 3.3 compilation | |||
| 2016-07-13 | Review comments | raysan5 | |
| 2016-07-12 | Support VR mode disable on Oculus device | raysan5 | |
| 2016-07-11 | Added Oculus functions declaration and comments | raysan5 | |
| 2016-07-11 | Corrected some issues on OpenGL 1.1 | raysan5 | |
| Corrected lighting system crash and VR variables not found... | |||
| 2016-07-11 | Added custom Oculus CV1 parameters | Ray | |
| Matching the same stereo rendering result given by Oculus PC SDK for Oculus Rift CV1 is very difficult because hardware has changed a lot and DK2 distortion shader and parameters don't fit on CV1. Some custom parameters have been calculated to simulate kind of CV1 stereo rendering. Further work is required on this point. | |||
| 2016-07-10 | Compute stereo config from device parameters | Ray | |
| Simulator configuration is directly obtained from VR device parameters! | |||
| 2016-07-08 | Updated VR support -IN PROGRESS- | raysan5 | |
| - Embedded VR distortion shader - Ready to support multiple VR devices - Fallback to VR Simulator if device not ready - Support mono rendering over stereo rendering | |||
| 2016-07-08 | Supporting multiple HMD configurations | Ray | |
| -IN PROGRESS- | |||
| 2016-07-06 | Updated lighting system... | raysan5 | |
| ...to avoid dynamic conditions on for loop (lightsCount) on standard shader, it seems GLSL 100 doesn't support that feature... on some GPUs like RaspberryPi... | |||
| 2016-07-06 | Edited comment | raysan5 | |
| 2016-07-06 | VR Functions renaming (for generic HMD device) | Ray | |
| Stereo rendering has been moved again to Begin3dMode() and End3dMode(), it has some limitations but makes more sense... | |||
| 2016-07-04 | Corrected issue on RPI on model drawing | raysan5 | |
| 2016-07-04 | Redesigned stereo rendering mechanism | Ray | |
| Now it's easier for the user! Just init Oculus device and get stereo rendering! | |||
| 2016-06-27 | Added eyes projection/view matrices calculation | raysan5 | |
| Based on HMD parameters (IPD, ScreenSize, LesnsSeparation...) | |||
| 2016-06-27 | Reorganize shaders to respective folders | raysan5 | |
| 2016-06-26 | Comment glBlitFramebuffer() | raysan5 | |
| 2016-06-26 | Enable/Disable VR experience | raysan5 | |
| 2016-06-26 | Corrected bug on stereo rendering | raysan5 | |
| 2016-06-25 | Removed rlglInitGraphics(), integrated into rlglInit() | raysan5 | |
| Redesigned rlgl usage: - rlViewport() must be called by user - Internal projection/modelview matrices must be setup by user | |||
| 2016-06-25 | Review rlglInitGraphics() | raysan5 | |
| 2016-06-24 | Some code tweaks (view description) | raysan5 | |
| - Added support for RLGL_NO_STANDARD_SHADER - Store framebuffer width and height as globals - Reorganize rlglInit() function | |||
| 2016-06-21 | Add oculus simulator (in case device is not detected) | raysan5 | |
| 2016-06-21 | Simplify 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... | |||
| 2016-06-19 | Starting work on VR simulator support | raysan5 | |
| If Oculus device is not available or not initialized correctly, simulated VR view is generated using stereo-rendering and distortion | |||
| 2016-06-17 | Improving Oculus Rift example... | Ray | |
| Under design... looking for the easiest and most comprehensive way for the user to use VR... | |||
| 2016-06-17 | Corrected bugs on OpenGL 2.1 | Ray | |
| 2016-06-16 | Added support for OpenGL 2.1 | Ray | |
| 2016-06-15 | Reviewing Oculus rendering... | Ray | |
| 2016-06-14 | Correct issue on Oculus drawing | raysan5 | |
| 2016-06-14 | Move Oculus Rift support to rlgl module | raysan5 | |
| 2016-06-14 | Move OpenGL extensions loading to rlgl | raysan5 | |
| 2016-06-12 | Record draw call for batch processing | raysan5 | |
| Just started working on this, not sure if it would be available for raylib 1.5 | |||
| 2016-06-11 | Avoid external variable whiteTexture | raysan5 | |
| To get it, use GetDefaultTexture() | |||
| 2016-06-10 | Adapt standard shader to GL ES 2.0 | victorfisac | |
| Some shader calculations are now pre-calculated because some math functions doesn't exist in glsl 110. | |||
| 2016-06-08 | Review const char * | Ray | |
| 2016-06-07 | Updated some code | Ray | |
| 2016-06-07 | Converted GLAD to header only | raysan5 | |
| 2016-06-07 | Embed standard shader into raylib | Ray | |
| 2016-06-06 | Review fallback mechanism | Ray | |
| 2016-06-06 | Fallback to default shader | Ray | |
