| Age | Commit message (Collapse) | Author |
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If press/release events for a mouse button come too fast, then using
`IsMouseButtonReleased()` does not work. This has been noticed when
using a touchpad on Linux when tapping with two fingers two emulate
right mouse button click.
The situation looks like this:
```
BeginDrawing <-- current==released, previous==released
Pressed <-- current=pressed
Released <-- current=released
IsMouseButtonReleased <-- returns false because current==previous
EndDrawing <-- previous=released
```
The fix is to update the previous mouse button state in addition to
current mouse button state when `MouseButtonCallback()` is called by
glfw. Now the situation is as follows:
```
BeginDrawing <-- current==released, previous==released
Pressed <-- current=pressed, previous=released
Released <-- current=released, previous=pressed
IsMouseButtonReleased <-- returns true because current!=previous
EndDrawing <-- previous=released
```
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It seems to work ok on my old Intel HD Graphics card... it should work anywhere else
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* fixes for switching full-screen and v-sync
* requireVsync flag
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- Renamed GetGlyphIndex() parameter
- Review DrawTextEx() implementation
- Review DrawTextRecEx() implementation
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* swapped comments, expanded comment for clarity
* revert alignments
* adjusted for consistency
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Just simplified code a bit
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Actually OpenAL is not used any more, it should be using CoreAudio
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Keeping original API
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* add api FIFO based character input.
* rename input character functions
* replace tab to space x4 #1012
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* Fix camera not working problem at align z direction. #924
* replace tab to space x4
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Uses fewer vertexes than using DrawCube() or DrawSphere() for points. The small line is on analogy to the code for DrawPoint() in shapes.c.
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* [rlgl] Create function `rlUpdateMeshAt`
* [rlgl] Update function `rlUpdateMeshAt`
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Corrected bug when loading a RenderTexture texture passing NULL data.
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* explained a bit more the core_window_letterbox example
* fixed a few 'ups' moments that could lead to mild head pain and time loss
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ADDED: CodepointToUtf8()
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RENAMED: TextCountCodepoints() -> GetCodepointsCount()
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identity (#999)
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* Initial commit of addition for GLTF materials.. should support loading more than just albedo map.
* Clean up
* fixed seg faults and leaks
* temp don't overwrite defuse colour when rendering
* undid something dumb!
* correctly mixed diffuse map color when rendering to preserve not overwrite it
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- Improved LoadBMFont()
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Now it accepts a ';' separated list of extensions, useful to check multiple extensions
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Get the unicode equivalent characters (as int array) from a UTF-8 text array... maybe this function is renamed to be clearer to users...
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When adding alpha mask to GRAYSCALE image, if using ImageFormat(), it could change pixel values, now we avoid that, mask is just added as an extra channel
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