| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2016-11-18 | Some code tweaks | raysan5 | |
| Correcting details that pop-up when testing the different platforms | |||
| 2016-11-17 | Some tweaks around | raysan5 | |
| 2016-11-16 | Reviewed modules comments | raysan5 | |
| 2016-11-13 | Corrected SIGSEV bug | Ray | |
| 2016-11-02 | code tweaks to avoid some warnings | Ray | |
| 2016-10-31 | Comments tweaks | raysan5 | |
| 2016-10-17 | Corrected some warnings | Ray | |
| 2016-10-03 | Removed function: ResolveCollisionCubicmap() | raysan5 | |
| Function was inefficient and should be rewritten from scratch, it probably neither belongs to this module but an example... | |||
| 2016-09-12 | Review spacing formatting | raysan5 | |
| raylib uses spaces between '+' and '-' signs but not between '*' and '/' signs, it's a chosen convention | |||
| 2016-08-31 | Formatting tweaks | raysan5 | |
| 2016-08-31 | Merge remote-tracking branch 'upstream/develop' into develop | Teodor Stoenescu | |
| 2016-08-31 | Greater LoadOBJ() flexibility | Teodor Stoenescu | |
| LoadOBJ can now load objects with having no texture coordinates or objects having texture coordinates specified as tuples. | |||
| 2016-08-16 | Removed useless spacing | raysan5 | |
| 2016-08-15 | Reviewed formatting | raysan5 | |
| 2016-08-12 | Small fix for GenMeshCubicmap() | Teodor Stoenescu | |
| This fix allows GenMeshCubicmap() to create cubic maps having cells of arbitrary sizes. | |||
| 2016-08-10 | Renamed functions for consistency | Ray | |
| 2016-07-04 | Review ResolveCollisionCubicmap() | Ray | |
| This function needs to be redesigned or removed... | |||
| 2016-06-24 | Removed function SetModelTexture() | raysan5 | |
| It's more educational to go through new material system, so, I decide to remove this function to avoid students confusion... | |||
| 2016-06-11 | Avoid external variable whiteTexture | raysan5 | |
| To get it, use GetDefaultTexture() | |||
| 2016-06-11 | Corrected bug on cubemap generation | raysan5 | |
| 2016-06-02 | Review heades usage | Ray | |
| This is a first step toward a bigger project. Some modules could be ported to header-only to be used as standalone. | |||
| 2016-05-31 | Removed colTint, tint color is colDiffuse | raysan5 | |
| Tint color could be applied to colDiffuse... but what's the best way? Replace it? Multiply by? A point to think about... | |||
| 2016-05-31 | Reviewed DrawLight() function and some tweaks | Ray | |
| 2016-05-30 | Added tint color attribute to material data type | victorfisac | |
| It tints all fragments, ignores lighting. Useful for some features like feedback (damage color, ...). | |||
| 2016-05-30 | Remove normal depth | victorfisac | |
| Scaling normal depth (y axis) makes disappear the specular of fragments... So I think it can be removed, it is not a very useful/important attribute. | |||
| 2016-05-30 | Add Draw3DCircle function and update raylib and rlgl header | victorfisac | |
| Draw3DCircle is useful to draw point lights radius. | |||
| 2016-05-21 | Fix small bug and spacing | victorfisac | |
| 2016-05-21 | Add Draw3DLine function and fixed MLT glossiness import value | victorfisac | |
| In standard shader, material glossiness is a value from 0 to 1000 like in MLT files. So, it doesn't need to be normalized. | |||
| 2016-05-20 | Add standard lighting (1/3) | victorfisac | |
| - Ambient and lambert lighting added. - Ambient and diffuse colors linked to standard shader. - Single light linked to standard shader. - LoadStandardMaterial() and depending functions added. | |||
| 2016-05-20 | Improved MTL loading shininess value | victorfisac | |
| 2016-05-20 | Fix small warning | victorfisac | |
| Material glossiness is a float type value... | |||
| 2016-05-20 | Add lighting system -IN PROGRESS- | raysan5 | |
| Improved materials | |||
| 2016-05-20 | Support DYNAMIC_DRAW mesh loading | raysan5 | |
| 2016-05-18 | Reorganize data for consistency | raysan5 | |
| 2016-05-10 | Code tweak | raysan5 | |
| 2016-05-10 | Added support for indexed mesh data | raysan5 | |
| 2016-05-09 | Added reference | Ray | |
| 2016-05-09 | First implementation of MTL loading | Ray | |
| Not tested yet | |||
| 2016-05-09 | Added MTL loading info | Ray | |
| 2016-05-08 | Improved vertex attribs support for models | Ray | |
| 2016-05-08 | Improved mesh support | raysan5 | |
| Depending on mesh data, it can be loaded and default vertex attribute location points are set, including colors, tangents and texcoords2 | |||
| 2016-05-07 | Library redesign to accomodate materials system | raysan5 | |
| 2016-04-03 | Some code simplifications | raysan5 | |
| 2016-03-27 | Corrected bug on bounding box | raysan5 | |
| if mesh is not loaded properly it breaks the game! | |||
| 2016-03-27 | Corrected bug and comments on model unloading | raysan5 | |
| 2016-03-06 | Redesign to use Material type -IN PROGRESS- | raysan5 | |
| Requires Shader access functions review | |||
| 2016-03-05 | Split mesh generation from model loading | raysan5 | |
| 2016-03-05 | 3d Camera: Added support for field-of-view Y | raysan5 | |
| 2016-03-01 | Updated BoundingBox collision detections | raysan5 | |
| 2016-03-01 | Added color to DrawBoundigBox() | raysan5 | |
