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Added config flag: SUPPORT_GL_DETAILS_INFO
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* Init MinAudio to a sample rate of 0 to let the device pick the rate.
Read the rate from the device after it starts up.
Convert AUDIO_DEVICE_SAMPLE_RATE from a #def into an int, that is set from the device's rate
Set all sample systems to use the AUDIO_DEVICE_SAMPLE_RATE as the target rate to minimize resampling.
* use device sample rate instead of separate var
let config define a device sample rate if it wants to, but let the default be 0 for native rate.
* Don't use fixed sample rates for tracker files.
Remove config default audio buffer size and replace with a function that computes one for a reasonable frame rate at the output sample rate.
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Vr simulator has been moved to core module and completely redesigned. Now user is in charge of stereo-render fbo and also in full control of distortion shader. Code is a bit more complex but better aligned with other raylib examples.
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Useful to avoid WinMM requirement and useful to avoid possible performance issues.
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This new flag allows omitting stdio.h library in case of a custom implementation is used.
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* define SUPPORT_FILEFORMAT_MOD in config.h
* RLAPI LoadModuleFromData() definition in raylib.h
* LoadModuleFromData() definition in raudio.h
* LoadModuleFromData implementation in raudio.c
* Rename API to LoadMusicStreamFromMemory & default unload.
* raudio.c tabs to spaces
* Styling curly bracket and removing dev debugging TRACELOG
Co-authored-by: nezvers <[email protected]>
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Actually, it seems more logical that rlgl takes care of OpenGL data than the models module...
Also, models module loaded vertex data is unloaded by models module.
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CMake relied on this file for configurations and also was interfering in the regular config.h by having a separate definition if building with CMake. This was not entirely correct so instead we will define compile time definitions separately through CMake (CompileDefinitions.cmake) and also will use the provided EXTERNAL_CONFIG_FLAGS that I found that will not use config.h in through the build process.
I also introduced a new compiler option (CUSTOMIZE_BUILD) that when OFF will use the default config.h and when ON will show other options for redefining your own options.
Fixed an error in rlgl.h where if you have both RLGL_STANDALONE and SUPPORT_VR_SIMULATOR you get a compile time error.
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* Delete emscripten.cmake
This file is not needed at this point. EMSDK provides a toolchain file that has a lot more things in it and is better supported. Project currently works fine with the documentation provided in Emscripten SDK on how to build projects.
* First pass file separation.
The main two files are cleaner now. Only important things can be seen. Major changes include:
- raylib_static is now the alias instead of raylib
- Repeating segments are removed and pulled into separate files into <root>/cmake
- File is reordered to make more sense
- Installs are better structured
- Library is build into an output directory "raylib" instead of "src"
- All public header files are now set as a public header file
- Source files need to be listed (it is a bad practice to capture them using wildcards and file globs)
- CMakeLists are better commented
* Second pass on the example dirs.
They are quite complex so I'm more hesitant to do major changes. Also it works pretty well. Noticed that I forgot one of the seperated files and added it into src/CMakeLists.txt.
* Returned the header copy as it was convenient to have the public headers copied.
* A better description to the variable RAYLIB_IS_MAIN
Co-authored-by: Rob Loach <[email protected]>
* Remove debug message
Co-authored-by: Rob Loach <[email protected]>
* Improvements based on review.
* Simplify the install condition to not be platform specific as it was before.
Co-authored-by: Alexander Neumann <[email protected]>
* Remove some CMAKE variables as they don't affect the build in any way
Co-authored-by: Alexander Neumann <[email protected]>
Co-authored-by: Rob Loach <[email protected]>
Co-authored-by: Alexander Neumann <[email protected]>
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Now it compresses/decompresses valid DEFLATE streams instead of zlib streams. It uses the minimal and efficient libraries: sdefl/sinfl.
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Some flags not working properly yet...
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The improvement in performance is considerable!
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* updated README.md
* fixed CMakeLists.txt to allow building and debugging with Visual Studio Code and CMAKE Tools extension
* added PLATFORM_DRM
contains mouse pointer code from https://github.com/chriscamacho
* removed redundant cleanup in InitGraphicsDevice
* fixed DRM connector mode selection
* added choosen DRM connected mode to log output
* added respecting TargetFPS on DRM mode selection, default to 60
* added support for GetMonitorRefreshRate
* changed SUPPORT_MOUSE_CURSOR_RPI to SUPPORT_MOUSE_CURSOR_NATIVE
* changed avoidProgressive to allowInterlaced
* cleanup, function extraction and improved mode selection
* README reverted to original for PR
* line endings fixed for core.c
* removed old code
* mouse pointer reverted to small square
* replaced SetGraphicDeviceName() by DEFAULT_GRAPHIC_DEVICE_DRM
Co-authored-by: kernelkinetic <[email protected]>
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Some internal defines have been exposed in config.h
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ImageDraw() is actually used in multiple functions and it aslo depends on several functions...
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Removed ImageAlphaMask() dependency on [text] LoadBMFont()
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Using new file I/O ABI
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Added SUPPORT_TRACELOG_DEBUG config
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* [core] REDESIGNED: Implement global context
* [rlgl] REDESIGNED: Implement global context
* Reviewed globals for Android
* Review Android globals usage
* Update Android globals
* Bump raylib version to 3.0 !!!
* [raudio] REDESIGNED: Implement global context
* [raudio] Reorder functions
* [core] Tweaks on descriptions
* Issues with SUPPORT_MOUSE_GESTURES
* [camera] Use global context
* REDESIGN: Move shapes drawing texture/rec to RLGL context
* Review some issues on standalone mode
* Update to use global context
* [GAME] Upload RE-PAIR game from GGJ2020 -WIP-
* Update game: RE-PAIR
* [utils] TRACELOG macros proposal
* Update config.h
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- ADDED: CompressData()
- ADDED: DecompressData()
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Replaced DEPRECATED functions
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Reduced bunnymark limits
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Allow to reconfigure stdin to read input keys, this process could lead to undesired effects. Use with care.
Disabled by default.
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This change could break things. So, I created SUPPORT_HIGH_DPI flag to enable it (disabled by default).
Basically, it detects HighDPI display and scales all drawing (and mouse input) appropiately to match the equivalent "standardDPI" screen size on highDPI. It uses screenScaling matrix to do that.
This scaling comes with some undesired effects, like aliasing on default font text (keep in mind that font is pixel-perfect, not intended for any non-rounded scale factor).
The only solution for this aliasing would be some AA postpro filter or implementing the highDPI scaling in a different way: rendering to a texture and scaling it with FILTER_BILINEAR, check `core_window_scale_letterbox.c` example for reference.
Use at your own risk.
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- No default VR device parameteres inside raylib
- VR device parameter should be provided by user
- VR distortion shader should be provided by user
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