| Age | Commit message (Collapse) | Author |
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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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* Remove PLATFORM_RPI
* remove build artifacts
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Co-authored-by: MichaelFiber <[email protected]>
Co-authored-by: Ray <[email protected]>
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Moved outside BeginDrawing()/EndDrawing() to illustrate drawing is happening to an external texture (not screen)
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* Added support for additional mouse buttons
* Renamed mouse button enum
Co-authored-by: Lambert Wang <[email protected]>
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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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This function was renamed for consistency in raylib 3.0, just unified all examples to use TextFormat() instead of FormatText()
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Now shader uses `fragTexCoord` that are the full screen texture coordinates normalized, instead of `gl_fragCoord`, the unnormalized screen coordinates
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Also changed path to shader back to what it was originally.
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Now dividing by the zoom instead of multiplying (in the shader), so zoom works as expected. Also zoom increase/decrease is now scaled depending on the current zoom.
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Redesigns, deletes and renames
Also noted authors propertly on contributed examples
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