| Age | Commit message (Collapse) | Author |
|
|
|
Fix potential bugs from static analysis
|
|
|
|
|
|
Note that only some lib versions have been updated
|
|
|
|
Reviewed for PLATFORM_ANDROID and PLATFORM_UWP
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Allow use of main instead of android_main
|
|
|
|
Add orthographic 3d rendering mode
|
|
(#516)
This is already the order that is used for Android. It doesn't appear to
make a difference on desktop but on web using the timer before it's been
initialized (by glfwInit, inside InitGraphicsDevice) causes the a long
(and variable but often several seconds) sleep between the first and
second frame.
Fixes: 468309d ("Early-exit InitWindow if InitGraphicsDevice fails")
|
|
|
|
Changes motivated by commentary in pull request 513
|
|
Changes made based on commentary in pull request 513
|
|
|
|
|
|
Fix an infinite loop in ALSA backend of mini_al.
|
|
|
|
...PLATFORM_ANDROID on Windows, using MinGW-w64 (x86) provided Make (GCC
7.2)
|
|
Fix a buffer overflow in the OSS/BSD backend of mini_al.
|
|
|
|
Inspired by #504.
Instead of requiring the user to do PLATFORM_ANDROID #ifdefery,
have the android_main entry point exported by raylib and call
the user-defined main. This way many games could (in theory)
run unmodified on Android and elsewhere.
This is untested!
|
|
|
|
|
|
|
|
|
|
raymath.h: Use C99 inline semantics
|
|
Add memory sanitizer for better debug
|
|
|
|
|
|
|
|
|
|
[fork/master] Fixed some memory leaks and add null checks for consistency
|
|
|
|
|
|
|
|
|
|
|
|
|