| Age | Commit message (Collapse) | Author |
|
* Init MinAudio to a sample rate of 0 to let the device pick the rate.
Read the rate from the device after it starts up.
Convert AUDIO_DEVICE_SAMPLE_RATE from a #def into an int, that is set from the device's rate
Set all sample systems to use the AUDIO_DEVICE_SAMPLE_RATE as the target rate to minimize resampling.
* use device sample rate instead of separate var
let config define a device sample rate if it wants to, but let the default be 0 for native rate.
* Don't use fixed sample rates for tracker files.
Remove config default audio buffer size and replace with a function that computes one for a reasonable frame rate at the output sample rate.
|
|
|
|
|
|
|
|
- Some rlgl functions have been moved to core
- Some functions have been made internal to rlgl
- rlgl functions prefixed with rl*()
|
|
|
|
|
|
|
|
|
|
This appears to fix the issue with macOS windows opening with the wrong scale.
|
|
Vr simulator has been moved to core module and completely redesigned. Now user is in charge of stereo-render fbo and also in full control of distortion shader. Code is a bit more complex but better aligned with other raylib examples.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
* Optimize DrawTexturePro and DrawRectanglePro transformations
- Add check so rotation is only applied if rotation != 0.0f.
- Replace matrix usage by calculating the vertex data directly.
* Fix error with windows build and trim whitespace
|
|
allow greater accuracy. (#1656)
Co-authored-by: Simon <[email protected]>
|
|
|
|
|
|
This function could be confusing depending on the context, it's better to let the user track the current active cursor
|
|
|
|
|
|
Simplified some code
|
|
Now enum names are more consistent between them.
|
|
Just assigned a fixed memory size for custom Material parameters in case of being required, so we shouldn't worry about allocating/freeing them.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Checking for extension and enabling it if available
|
|
|
|
I just updated dray to bind to the raylib 3.5 api.
|
|
|
|
|
|
|
|
* Implement a load values from accessor function.
Added some more value types for the different GLTF attributes.
Fixed crash when loading animated triangle.
* Split GLTF model loading into separate functions for readability.
* Fixed the already working models that I broke when introducing GLTFReadValue.
Improved the example for gltf models to be able to switch between a few models.
* Removed license from screen. It is pu inside a license file anyway.
* Small improvements on the naming of functions
Removed (*model). and replaced it with model->
|
|
Some enums values have been renamed to be more consistent and also provide a more detailed description:
- ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION
- ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2
- MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO
- PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
|
|
|