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authorRay <[email protected]>2017-09-30 00:47:16 +0200
committerGitHub <[email protected]>2017-09-30 00:47:16 +0200
commit87920111aa51365dccb12a4151b149187cb7b5cc (patch)
treeb662398ab325f69f38c97cef96c4dbba81129019 /CHANGELOG
parent4f9de9527f8301e024fe81a42f0b9dfc50bae1a6 (diff)
downloadraylib-87920111aa51365dccb12a4151b149187cb7b5cc.tar.gz
raylib-87920111aa51365dccb12a4151b149187cb7b5cc.zip
Update CHANGELOG
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1 files changed, 55 insertions, 49 deletions
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+++ b/CHANGELOG
@@ -7,16 +7,16 @@ Current Release: raylib 1.8.0 (Oct 2017)
Release: raylib 1.8.0 (Oct 2017)
-----------------------------------------------
NOTE:
- In this release, multiple parts of the library have been reviewed again for consistency and simplification.
- It exposes more than 20 new functions in comparison with previous version and it improves overall programming experience.
+ In this release, multiple parts of the library have been reviewed (again) for consistency and simplification.
+ It exposes more than 30 new functions in comparison with previous version and it improves overall programming experience.
BIG CHANGES:
- - Image generation functions: Gradient, Checked, Noise, Cellular...
- - Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...
+ - New Image generation functions: Gradient, Checked, Noise, Cellular...
+ - New Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...
- New Shaders and Materials systems to support PBR materials
- - Custom Android toolchain for APK building with simple Makefile
- - Complete review of raymath functionality (Matrix, Quaternion)
+ - Custom Android APK build pipeline with simple Makefile
- Complete review of rlgl layer functionality
+ - Complete review of raymath functionality
detailed changes:
[rlgl] RENAMED: rlglLoadTexture() to rlLoadTexture()
@@ -35,54 +35,60 @@ detailed changes:
[rlgl] RENAMED: LoadDefaultShader() to LoadShaderDefault()
[rlgl] RENAMED: LoadDefaultShaderLocations() to SetShaderDefaultLocations()
[rlgl] RENAMED: UnloadDefaultShader() to UnLoadShaderDefault()
-// Texture maps generation (PBR)
-[rlgl] ADDED: rlGenMapCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture
-[rlgl] ADDED: rlGenMapIrradiance(Texture2D cubemap, int size); // Generate irradiance texture map
-[rlgl] ADDED: rlGenMapPrefilter(Texture2D cubemap, int size); // Generate prefilter texture map
-[rlgl] ADDED: rlGenMapBRDF(Texture2D cubemap, int size); // Generate BRDF texture map
-[core] ADDED: SetWindowTitle()
-[core] ADDED: GetExtension()
-[textures] ADDED: SaveImageAs()
-? [textures] ADDED: DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
-? [textures] ADDED: DrawRectangleT(int posX, int posY, int width, int height, Color color); // Draw rectangle using text character
-// Image generation functions
-[textures] ADDED: GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
-[textures] ADDED: GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
-[textures] ADDED: GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
-[textures] ADDED: GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
-[textures] ADDED: GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
-[textures] ADDED: GenImagePerlinNoise(int width, int height, float scale); // Generate image: perlin noise
-[textures] ADDED: GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
-// Texture maps generation (PBR)
-[textures] ADDED: GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
-[textures] ADDED: GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
-[textures] ADDED: GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
-[textures] ADDED: GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
-[models] REMOVED: LoadMeshEx()
-[models] REMOVED: UpdateMesh()
-[models] REMOVED: LoadHeightmap()
-[models] REMOVED: LoadCubicmap()
+[rlgl] ADDED: rlGenMapCubemap(), Generate cubemap texture map from HDR texture
+[rlgl] ADDED: rlGenMapIrradiance(), Generate irradiance texture map
+[rlgl] ADDED: rlGenMapPrefilter(), Generate prefilter texture map
+[rlgl] ADDED: rlGenMapBRDF(), Generate BRDF texture map
+[core] ADDED: SetWindowTitle(), Set title for window (only PLATFORM_DESKTOP)
+[core] ADDED: GetExtension(), Get file extension
+[shapes] REMOVED: DrawRectangleGradient(), replaced by DrawRectangleGradientV() and DrawRectangleGradientH()
+[shapes] ADDED: DrawRectangleGradientV(), Draw a vertical-gradient-filled rectangle
+[shapes] ADDED: DrawRectangleGradientH(), Draw a horizontal-gradient-filled rectangle
+[shapes] ADDED: DrawRectangleGradientEx(), Draw a gradient-filled rectangle with custom vertex colors
+[shapes] ADDED: DrawRectangleT(), Draw rectangle using text character
+[textures] ADDED: SaveImageAs(), Save image as PNG file
+[textures] ADDED: GenImageGradientV(), Generate image: vertical gradient
+[textures] ADDED: GenImageGradientH(), Generate image: horizontal gradient
+[textures] ADDED: GenImageGradientRadial(), Generate image: radial gradient
+[textures] ADDED: GenImageChecked(), Generate image: checked
+[textures] ADDED: GenImageWhiteNoise(), Generate image: white noise
+[textures] ADDED: GenImagePerlinNoise(), Generate image: perlin noise
+[textures] ADDED: GenImageCellular(), Generate image: cellular algorithm. Bigger tileSize means bigger cells
+[textures] ADDED: GenTextureCubemap(), Generate cubemap texture from HDR texture
+[textures] ADDED: GenTextureIrradiance(), Generate irradiance texture using cubemap data
+[textures] ADDED: GenTexturePrefilter(), Generate prefilter texture using cubemap data
+[textures] ADDED: GenTextureBRDF(), Generate BRDF texture using cubemap data
+[models] REMOVED: LoadMeshEx(), Mesh struct variables can be directly accessed
+[models] REMOVED: UpdateMesh(), very ineficient
+[models] REMOVED: LoadHeightmap(), use GenMeshHeightmap() and LoadModelFromMesh()
+[models] REMOVED: LoadCubicmap(), use GenMeshCubicmap() and LoadModelFromMesh()
[models] RENAMED: LoadDefaultMaterial() to LoadMaterialDefault()
-// Mesh generation functions
-[models] ADDED: GenMeshPlane()
-[models] ADDED: GenMeshCube()
-[models] ADDED: GenMeshSphere()
-[models] ADDED: GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
-[models] ADDED: GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
-[models] ADDED: GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
-[models] ADDED: GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
-[models] ADDED: GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
-[models] ADDED: GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
-
-[raymath] Reviewed full Matrix functionality
-[raymath] Renamed Vector3 functions for consistency
+[models] ADDED: GenMeshPlane(), Generate plane mesh (with subdivisions)
+[models] ADDED: GenMeshCube(), Generate cuboid mesh
+[models] ADDED: GenMeshSphere(), Generate sphere mesh (standard sphere)
+[models] ADDED: GenMeshHemiSphere(), Generate half-sphere mesh (no bottom cap)
+[models] ADDED: GenMeshCylinder(), Generate cylinder mesh
+[models] ADDED: GenMeshTorus(), Generate torus mesh
+[models] ADDED: GenMeshKnot(), Generate trefoil knot mesh
+[models] ADDED: GenMeshHeightmap(), Generate heightmap mesh from image data
+[models] ADDED: GenMeshCubicmap(), Generate cubes-based map mesh from image data
+[raymath] REVIEW: full Matrix functionality to align with GLM in usage
+[raymath] RENAME: Vector3 functions for consistency: Vector*() renamed to Vector3*()
[build] Integrate Android APK building into examples Makefile
-[example] ADDED:
-[example] ADDED:
-[example] ADDED:
+[build] Integrate Android APK building into templates Makefiles
+[build] Improved Visual Studio 2015 project, folders, references...
+[examples] Reviewed full collection to adapt to raylib changes
+[examples] [textures] ADDED: textures_image_generation
+[examples] [models] ADDED: models_mesh_generation
+[examples] [models] ADDED: models_material_pbr
+[examples] [models] ADDED: models_skybox
+[examples] [models] ADDED: models_yaw_pitch_roll
+[examples] [others] REVIEW: rlgl_standalone
+[examples] [others] REVIEW: audio_standalone
[github] Moved raylib webpage to own repo: github.com/raysan5/raylib.com
[games] Reviewed game: Koala Seasons
[*] Updated STB libraries to latest version
+[*] Multiple bugs corrected (check github issues)
-----------------------------------------------
Release: raylib 1.7.0 (20 May 2017)