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REVIEWED: rcamera module formating
REVIEWED: `core_3d_camera_example`
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It was quite restrictive and hacky implementation, just load multiple types same sound to play multiple instances.
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* Use RL_QUADS/RL_TRIANGLES for single-pixel drawing
Addresses problem mentioned in
https://github.com/raysan5/raylib/issues/2744#issuecomment-1273568263
(in short: when drawing pixels using DrawPixel{,V} in camera mode,
upscaled pixel becomes a line instead of bigger pixel)
* [rtextures] Fixed scaling down in ImageTextEx
Closes #2755
* Added global audio processor
* Renamed struct member to follow naming conventions
* Added example for AttachAudioMixedProcessor
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third person) (#2926)
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* core functionality CAMERA_FREE
* fix example
* add remaining camera modes
* add view bobbing
* view bobbing
* catch curser in SetCameraMode
* adjust examples
* fix compilation on linux
* fix example text_draw_3d
* actually fix text_draw_3d
* Updated camera API
* Improve Vector3RotateByAxisAngle() function
* remove camera.mode dependency from low-level functions
* remove camera.mode from struct
* fixes after rebase
* adjust examples for new UpdateCamera function
* adjust example models_loading_m3d
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Co-authored-by: Ray <[email protected]>
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also, adds package manager support
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* Add WASM support for Zig build
* Improve Web example building
* Remove emscript example building with Zig again
* Readd windows emscripten variables
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Co-authored-by: Masoud Naservand <[email protected]>
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Touches became sticky and didn't disappear after using more than 2 fingers, fixed by getting the touch count of how many fingers are on the screen, and only looping through the available/pressed down touch points instead of looping through the maximum touch points.
Tested with more than 10 touch points, and with different MAX points value, working perfectly.
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* OpenGLES 2.0 support on PLATFORM_DESKTOP
* exmples raylib_opengl_interop desktop GLES2 support
* rename gles2.h -> glad_gles2.h
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* add GLTF animation support
* use correct index when allocating animVertices and animNormals
* early exit LoadModelAnimationsGLTF if the gtlf file fails to parse
* update models/models_loading_gltf.c to play gltf animation
Updated the .blend file to use weights rather than bone parents so it
fits into the framework. Exported with weights to the .glb file.
* fix order of operations for bone scale in UpdateModelAnimation
* minor doc cleanup and improvements
* fix formatting
* fix float formatting
* fix brace alignment and replace asserts with log messages
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* Use explicit atomics
* missed one
* use relaced ordering
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* Add a depth buffer example.
* Fixed a typo
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* core_loading_thread example join thread on completion
* error checking
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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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Those two functions have been moved to a new example: `models_draw_cube_texture`. The reasons for this decision:
- Function inflexibility: Many users with the need to draw a textured cube could need to customize the texture applied to every face, that function did not allow that kind of functionality.
- rlgl functionality exposure: The implementation exposed will teach users how to implement custom textured triangles drawing.
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This function implementation has been moved to the related example. Current implementation can be probably customized depending on user needs.
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Function moved to `examples/textures/textures_polygon.c`, so users can learn from the implementation and create custom variants as required.
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When building a x86 project, the folder inside lib is named i686. However Android x86 actually expects the folder to be called x86.
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* Improved billboards example, highlighting rotation and draw order
* changes to conform to the raylib conventions
* NOW it conforms
Co-authored-by: nobytesgiven <[email protected]>
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fixing typo
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Co-authored-by: nobytesgiven <[email protected]>
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