| Age | Commit message (Collapse) | Author |
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RENAMED: GetTextureData() -> LoadImageFromTexture()
RENAMED: GetScreenData() -> LoadImageFromScreen()
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Some functions/values have been deprecated for long time but some mapping was kept for convenience. Some of those mappings have been removed...
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* Added my own model and license to Raylib exclusively created by me and provided for use in the examples (and other projects if anyone decides to)
* Use animation vertices on initial load if possible.
* Added girl model to model example
* Revamped GLTF model loading as it was wrong by default. Also updated some comments.
GLTF models were loaded only by mesh but they should be loaded recursively by hierarchical nodes because tehre are some static node transformations that are to be applied to the vertices. It also resulted in more meshes being included in some models.
It is the correct way of loading GLTF and what is suggested in the official examples.
Currenlty limiting to only one scene but more can be included later.
* Refactored the new names and structure of extracted functions.
* Safer and easier read value.
* Made reading easier for accessor->bufferView->buffer in GLTF.
Now there is no need to check for supported types or anything.
* Correct inclusion of limits.h in the cases of MSVC based compilers vs the world
* Removed weird example file
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When a shader is loaded, by default, several locations are tried to be set automatically.
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RENAMED: GetCodepoints() -> LoadCodepoints(), now codepoint array data is loaded dynamically instead of reusing a limited static buffer.
ADDED: UnloadCodepoints() to safely free loaded codepoints
RENAMED: GetNextCodepoint() -> GetCodepoint()
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Moved outside BeginDrawing()/EndDrawing() to illustrate drawing is happening to an external texture (not screen)
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Added missing null terminator when adding characters to the string, otherwise garbage values are read (often zeros which are equal to '\0', but not every time).
This error results in random characters appearing in the text box every one in a while:
```
asdfg??? ll??
```
It is corrected with the proposed fix.
This problem was observed by my student, Gonzalo Rivera Lazo.
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RENAMED: InitAudioStream() -> LoadAudioStream()
RENAMED: CloseAudioStream() -> UnloadAudioStream()
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* review collisions ray-box and ray-sphere
* Applied raysan's refactor
Improved GetRayCollisionBox
* Replace GetRayCollisionGround with GetCollisionQuad
* Update example core_3d_picking
* Update example models_loading
* Fixed issues after merge
* remove debug stuff
Co-authored-by: Cry dsch <[email protected]>
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(#1806)
Co-authored-by: Jeffery Myers <[email protected]>
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- RENAMED: RayHitInfo to RayCollision
- RENAMED/REDESIGNED: Multiple Ray collision functions to be more consistent and return RayCollision data -WIP-
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Added a simple cube with vertex colors for testing both.
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Renamed for consistency with other function in raylib.
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[core_2d_camera_smooth_pixelperfect.c] (#1771)
* Hotfix for glitchy camera
Super small fix that was causing the camera to glitch every x amount of seconds/pixels. Works much better now, 3/4 lines changed.
* fixed dumb visual studio formatting problems
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examples_template.c (#1760)
* Typo fix
Changed "bsasic" to "basic" in the comments.
* Added pixel-perfect camera example
Added pixel-perfect camera example, both the .c file and the cover .png image. The example works with any resolution you want, as long as the ratio stays the same
(ex. 16:9, 4:3) ecc.
* Fixed Typecasts
Fixed compiler errors (implicit conversions)
* Precomputed rectangles, time-based movement and whitespace fix
Moved the source and destination rectangles for the renderTexture into their own variables, modified the animation to be time-based instead of frame-based, fixed the bug with whitespaces.
* Fixed spacing and added more consistency with sinf() and cosf()
* Fixed *= operator spacing
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Co-authored-by: Lambert Wang <[email protected]>
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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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