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Checking for extension and enabling it if available
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I just updated dray to bind to the raylib 3.5 api.
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* 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->
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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
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Useful to avoid WinMM requirement and useful to avoid possible performance issues.
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* Added bone binding to whole mesh and not only set vertices.
+ Also added missed setting of the animation count.
+ Removed double ; on one line
* Added more of the gltf sample models
https://github.com/KhronosGroup/glTF-Sample-Models
We need to make it working for all of them.
* Binding to initial bind pose added.
* Fix cube disappearing bug because lerpPercent could be Inf.
* Fixed for rigged figure also
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* Always try to set vsync.
Use the internal monitor function to correctly get the display for windows.
* Modified how fullscreen gets toggled.
- Removed the unsetting and setting of the resize callback function. Instead of that I moved the fullscreen flag setting into a more correct place before setting the fullscreen so that this flag can be used in the callback.
- In the resize callback now window size is only set when it is not fullscreen resulting in preserving the window size.
- When going fullscreen the larges resolution is used so that there are no problems of the type when you minimize the window you cannot use anything else in your desktop because the resolution might be too low. If a low res effect is desired one should use render texture (this is the approach all game engines use).
* Set correct return to window in case of fail to get monitor.
* Set the refresh rate on the mode.
* Made changes based on review from @raysan5
Co-authored-by: Jeffery Myers <[email protected]>
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* Update CMakeOptions.txt
* Update config.h.in
* Added SUPPORT_STANDARD_FILEIO to CMakeOptions.txt
* Fixed typo
* Added SUPPORT_STANDARD_FILEIO to CompileDefinitions.cmake
Co-authored-by: KirottuM <[email protected]>
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Removed memory allocation callbacks
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Use the internal monitor function to correctly get the display for windows.
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This new flag allows omitting stdio.h library in case of a custom implementation is used.
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NOTE: This feature is still under consideration and not complete.
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RENAMED: TextureFilterMode values
RENAMED: TextureWrapMode values
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RENAMED: CubemapLayoutType and NPatchType
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extension without the . against the file extension with the . resulting in always false. (#1629)
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the vraylib binding from MajorHard doesn't seem to be getting any updates, so maybe replace it with the working fork?
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Now GetScreenWidth() and GetScreenHeight() return the current fbo width and height.
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Updates skybox demo to show how to do both HDR and non HDR skyboxes
Co-authored-by: Jeffery Myers <[email protected]>
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