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2019-04-12Reorganize structRay
2019-04-11Review cubemap generationRay
2019-04-11Corrected standalone usageRay
2019-04-11Review VR simulator mechanismRay
- No default VR device parameteres inside raylib - VR device parameter should be provided by user - VR distortion shader should be provided by user
2019-04-11Some tweaksRay
2019-04-10Comments reviewRay
2019-04-10Set default white texture for diffuse matRay
2019-04-10Check textures available before loadingRay
2019-04-10Replaced size_t by unsigned intRay
2019-04-09Resolve CI failure with MinGWmyd7349
2019-04-09Update MakefileRay
2019-04-09Start working on glTF loading...Ray
2019-04-09Fix CMake support on Win32myd7349
2019-04-08Review creation yearsRay
2019-04-07Happy new year 2019ChillerDragon
2019-04-05ADDED: SetShaderValueTexture()Ray
Some tweaks
2019-04-05Review PBR shadersRay
Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
2019-04-05Start setting things up for raylib 2.5Ray
2019-04-05BIG UPDATE: New models functions for animations!Ray
Multiple functions added and some reviewed to adapt to the new multi-mesh, multi-material and animated models.
2019-04-05Rename enum typeRay
2019-04-05Minor tweaksRay
2019-04-04Removed trail spacesRay
2019-04-04Review merged PR formattingRay
Removed trail spaces
2019-04-04Merge pull request #787 from Demizdor/masterRay
Added `DrawRoundedRect()` and `DrawRoundedRectLines()`
2019-04-04BIG UPDATE: Support model animations!Ray
2019-04-04Animated vertex renamingRay
2019-04-01Corrected some issuesRay
- Support compiling for OpenGL 1.1 - Free meshes/materials memory after usage...
2019-04-01Support material loading from OBJ/MTLRay
2019-04-01Reviewed OBJ loading implementation -WIP-Ray
One mesh files can be loaded correctly MISSING: - Multimesh OBJ loading - Materials loading
2019-04-01Implementing LoadOBJ() -WIP-Ray
It seems obj loading is working ok but there is some problem with drawing...
2019-04-01Reviewed data assignationRay
2019-03-31Reimplemented DrawRoundedRectLines()Demizdor
2019-03-31Added `DrawRoundedRectLines()`Vlad Adrian
2019-03-31Update raylib.hVlad Adrian
2019-03-30Added DrawRoundedRect()Demizdor
2019-03-29Default to white cube mesh if not loadedRay
2019-03-29Some formatting reviewRay
2019-03-29Merge pull request #786 from Demizdor/draw_ringRay
Added DrawRing(), DrawRingLines() and DrawCircleSectorLines()
2019-03-29Review some warningsRay
2019-03-29Replace custom OBJ/MTL implementations by tinyobj_loader -WIP-Ray
2019-03-29WARNING: Redesigned model struct for multi-meshesRay
This is quite a big change, Model struct has been redesigned to support multiple meshes and multiple materials, most 3d fileformats contain multiple meshes and reference multiple materials. Consequently, multiple functions have been reviewed. LoadOBJ(), LoadIQM(), LoadGLFT() now return a Model. Current LoadOBJ() is not valid anymore, actually, tinyobj_loader_c library is considered for replacement.
2019-03-29Added DrawRing(), DrawRingLines() and DrawCircleSectorLines()Demizdor
2019-03-29WARNING: This could break somethingRay
If we have no data to update/draw, we avoid update/draw. On `DrawBuffersDefault()` if no vertes data is available nothing is drawn but some globals: vertexData, projection, modelview, draws... are reseted. There shouldn't be any problem if we don't touch those globals in case no vertex have been processed but, just in case, I warn about it.
2019-03-29Added commentRay
2019-03-28Merge pull request #785 from Berni8k/masterRay
RaspberryPi Keyboard input with evdev
2019-03-28Fixes compile error when SUPPORT_GESTURES_SYSTEM is undefined on RPiBerni8k
2019-03-28RaspberryPi Keyboard input with evdevBerni8k
Based on pull request from user "DarkElvenAngel", better integrated with the current event system and enhanced with buffer to help with fast typing at low framerates.
2019-03-28REDESIGNED: DrawCircleSector()Ray
2019-03-28Align LINES and TRIANGLES drawingRay
When drawing LINES or TRIANGLES, vertex are accumulated in same buffer as QUADS and new draw calls are registered but QUADS drawing uses an index buffer for optimization, so, when adding LINES/TRIANGLES vertices we need to make sure next draw calls for QUADS keep aligned with indices buffer. To get that we just add some alignment vertex at the end of the LINES/TRIANGLES draw calls, to make them multiple of 4 vertex.
2019-03-28Small tweakRay