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AgeCommit message (Collapse)Author
2016-09-07Some code tweaksRay
2016-09-05Redesigned lighting shader systemraysan5
2016-08-07Review Lua examples and formattingRay
2016-08-06Fixed bug with BoundingBox Lua constructorghassanpl
Fixed use-after-free in DestroyLight
2016-07-29Corrected some issues to compile with MSCraysan5
2016-07-22OS X comaptiblity changes and compiled librarysol-prog
2016-07-18Some code tweaksraysan5
2016-07-16Expose Oculus Rift functionality directlyraysan5
2016-07-16Added rlgl standalone sampleraysan5
2016-07-16Corrected bug on OpenGL 1.1raysan5
Set makefile to default OpenGL 3.3 compilation
2016-07-13Review commentsraysan5
2016-07-12Support VR mode disable on Oculus deviceraysan5
2016-07-11Added Oculus functions declaration and commentsraysan5
2016-07-11Corrected some issues on OpenGL 1.1raysan5
Corrected lighting system crash and VR variables not found...
2016-07-11Added custom Oculus CV1 parametersRay
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.
2016-07-10Compute stereo config from device parametersRay
Simulator configuration is directly obtained from VR device parameters!
2016-07-08Updated 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
2016-07-08Supporting multiple HMD configurationsRay
-IN PROGRESS-
2016-07-06Updated 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...
2016-07-06Edited commentraysan5
2016-07-06VR 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...
2016-07-04Corrected issue on RPI on model drawingraysan5
2016-07-04Redesigned stereo rendering mechanismRay
Now it's easier for the user! Just init Oculus device and get stereo rendering!
2016-06-27Added eyes projection/view matrices calculationraysan5
Based on HMD parameters (IPD, ScreenSize, LesnsSeparation...)
2016-06-27Reorganize shaders to respective foldersraysan5
2016-06-26Comment glBlitFramebuffer()raysan5
2016-06-26Enable/Disable VR experienceraysan5
2016-06-26Corrected bug on stereo renderingraysan5
2016-06-25Removed rlglInitGraphics(), integrated into rlglInit()raysan5
Redesigned rlgl usage: - rlViewport() must be called by user - Internal projection/modelview matrices must be setup by user
2016-06-25Review rlglInitGraphics()raysan5
2016-06-24Some code tweaks (view description)raysan5
- Added support for RLGL_NO_STANDARD_SHADER - Store framebuffer width and height as globals - Reorganize rlglInit() function
2016-06-21Add oculus simulator (in case device is not detected)raysan5
2016-06-21Simplify 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...
2016-06-19Starting work on VR simulator supportraysan5
If Oculus device is not available or not initialized correctly, simulated VR view is generated using stereo-rendering and distortion
2016-06-17Improving Oculus Rift example...Ray
Under design... looking for the easiest and most comprehensive way for the user to use VR...
2016-06-17Corrected bugs on OpenGL 2.1Ray
2016-06-16Added support for OpenGL 2.1Ray
2016-06-15Reviewing Oculus rendering...Ray
2016-06-14Correct issue on Oculus drawingraysan5
2016-06-14Move Oculus Rift support to rlgl moduleraysan5
2016-06-14Move OpenGL extensions loading to rlglraysan5
2016-06-12Record draw call for batch processingraysan5
Just started working on this, not sure if it would be available for raylib 1.5
2016-06-11Avoid external variable whiteTextureraysan5
To get it, use GetDefaultTexture()
2016-06-10Adapt standard shader to GL ES 2.0victorfisac
Some shader calculations are now pre-calculated because some math functions doesn't exist in glsl 110.
2016-06-08Review const char *Ray
2016-06-07Updated some codeRay
2016-06-07Converted GLAD to header onlyraysan5
2016-06-07Embed standard shader into raylibRay
2016-06-06Review fallback mechanismRay
2016-06-06Fallback to default shaderRay