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It's 2.5
@raysan5 Oh...There are 4 bindings has license date of 2016, But unsure if 1.6.0 or 1.5.0 or 1.4.0 :(
Co-authored-by: Ray <[email protected]>
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(https://github.com/raysan5/raylib/issues/1392) (#1410)
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* allow for multiple materials in obj files also fix obj_loader hash map issues
* minor fix for warning
Co-authored-by: codifies <[email protected]>
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Vector3Reflect exists but not Vector2Reflect. The code is pretty much the same.
I'm not sure what RMDEF does, but I added it to match other function definitions (haven't done much C programming, maybe I'm missing something). Can someone explain to me what it does?
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Raylib-forever: 3.1-dev
It generates the c-to-nim bindings straight from the source.
nim-raylib: 3.1-dev
It uses Raylib-forever.
raylib-php: 3.0
Tested it using the provided binaries.
raylib-java: 2.0
Tested it using the provided binaries.
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Texture type also maps to Texture2D and TextureCubemap
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* rlDrawMeshInstanced first attempt
* rlDrawMeshInstanced OpenGL 3.3 and VAO checks
* rlDrawMeshInstanced GetShaderAttribLocation; comments
* example instanced shader
* RLGL_STANDALONE RAYMATH_STANDALONE Vector4
* apply suggested naming changes; add instanced mesh example
* remove orphan variables
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* updated README.md
* fixed CMakeLists.txt to allow building and debugging with Visual Studio Code and CMAKE Tools extension
* added PLATFORM_DRM
contains mouse pointer code from https://github.com/chriscamacho
* removed redundant cleanup in InitGraphicsDevice
* fixed DRM connector mode selection
* added choosen DRM connected mode to log output
* added respecting TargetFPS on DRM mode selection, default to 60
* added support for GetMonitorRefreshRate
* changed SUPPORT_MOUSE_CURSOR_RPI to SUPPORT_MOUSE_CURSOR_NATIVE
* changed avoidProgressive to allowInterlaced
* cleanup, function extraction and improved mode selection
* README reverted to original for PR
* line endings fixed for core.c
* removed old code
* mouse pointer reverted to small square
* replaced SetGraphicDeviceName() by DEFAULT_GRAPHIC_DEVICE_DRM
Co-authored-by: kernelkinetic <[email protected]>
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- DrawCube() belongs to models.c -> rl*() alternative should be used
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Function has been reviewed to avoid any direct OpenGL call and use rlgl functionality, also, GenDrawCube() has been replaced by the internal batch system with DrawCube().
WARNING: rlEnableTexture() call must be issued after enabling the current framebuffer when using batch mechanism because it includes a set of security checks to avoid batch overflow and push/pop matrix operations.
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Fixes #1380: incorrect usage of CMake paths which causes issues
on some more complicated environments (NixOS especially).
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It does not work properly yet but it compiles correctly
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Added some tracelog messages
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The repository is not a mirror anymore.
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GenerateMappings.cmake), so that raylib can identify more joysticks (#1381)
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Now supports dynamic panoramic view, just drag and drop
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This is the recommended way
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Functions have been redesigned to use rlgl and allow to externalize them (aka removing them from rlgl because they use custom shaders...).
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Related to commit https://github.com/tazdij/raylib-pas/pull/15
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Required to attach multiple color textures and multiple cubemap faces
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* fixed wrong error message for input device
* error message without errnofor input device on RPI
to prevent from including additional header
Co-authored-by: kkl <[email protected]>
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This redesign allows more flexibility when creating RenderTexture and a simplification (and hopefully removal) of `GenTexture*()` functions, that should not belong to this model but the user code, due to the use of custom shaders.
Also, this new API opens the door for a possible GBuffers type and advance rendering possibilities...
Some functions of the API have been also simplified or even removed.
rlgl module can be used as an standalone library, so, a version for the library has been added: v3.1.0, matching current raylib version.
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Not required anymore, attachment type is queried when required
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Avoid unloading default shader, raylib will take care of it
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Before deleting certain objects, they must be detached from their parents. That's the case for shader objects after linkage to shader program and also for the texture/cubemaps/renderbuffers attached to framebuffers. If objects are deleted before detached, they are kept in memory to avoid accessing deleted data.
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Better organized and commented
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