| Age | Commit message (Collapse) | Author |
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fragPosition was multiplied by mvp*instanceTransform, but it should only be multiplied by instanceTransform. Compare to lighting.vs, there we only use mvp for gl_Position, but matModel for the fragPosition.
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* basic pbr example
pbr implementation includes rpbr.h and few shader files header only file, which self contain everything needed for pbr rendering. Few textures and one model of the car which is under free licence which is included inside basic_pbr.c example file currently supported shader versions are 120 and 330 , version 100 has small issue which I have to resolve
* Unloading PBRMAterial
I forgot unloading PBRMaterial
* fix small issue with texOffset assigment.
value was Vector4 at first but I found out it would be unclear for and users, so I change to have two Vector2 instead, but forgot to assign offset .
* Changed size of textures and file name changed
Changed size of textures from 2048x2048 to 1024x1024 and file name changed to shaders_basic_pbr.c ,
Added the function PBRModel PBRModelLoadFromMesh(Mesh mesh);
but GenMeshPlane(2, 2.0, 3, 3) culdn't be used because it crash once GenMeshTangents() is used with that plane mesh
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* Added glsl 100 and 120 shaders to lightmap example.
* Fixed lightmap example resource loading on web.
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* add example for deferred rendering/shading
* adapt convention
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Co-authored-by: 27justin <[email protected]>
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* Simplify POI selection
* Improve mouse logic
* Add colour cycles to the shader to show finer details. Works well with high iteration numbers
* Testing things...
* Actually fix zoom. Also allow user to reset camera with 'R'
* Reset max iterations
* Tidying & comments
* Revert to original if statement
* Make mouse logic more readable
* Style conventions
* Coding conventions - f postifx on floating points
* Missed a few f postfixes
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* Texture Tiling Example - luis605
* Removed SetTraceLogLevel(LOG_WARNING);
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* Add a depth buffer example.
* Fixed a typo
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* JSON parser: Use array for function params (#2255)
* Parser: follow C convention of type before name
* Update file names in build scripts
* Rename lighting_instanced shader to instancing
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Disable color vertex attribute if not provided by mesh
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Simplified example
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* Add Conway's Game of Life compute shader example.
* Fix various shaders problems, and tune command buffer size.
* Various coding convention changes.
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Removed unneeded resources to use raylib ones.
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Simplified some parts and reviewed for a correct computation of matrices, considering stereo render view/projection per eye transformations
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shaders_rlgl_mesh_instanced -> shaders_mesh_instancing
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Co-authored-by: Jeffery Myers <[email protected]>
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Reduce size and better license CC0
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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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