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2017-05-10Renamed RayHitInfo variablesRay
2017-05-04Support model.transformRay
Combine it with transform introduced as function parameters
2017-04-23Rename variables for consistencyraysan5
2017-04-06Comment unused variables from tangent calculationsvictorfisac
2017-04-06Remove testing binormals implementationvictorfisac
2017-04-06Add tangents calculation when loading OBJ filevictorfisac
2017-03-29Added IsFileExtension()Ray
Replaced old GetExtension() function Make IsFileExtension() public to the API
2017-03-26Work on configuration flagsRay
2017-03-20Review some commentsRay
2017-03-19Working on file header comments...raysan5
2017-02-16Improved modules description -IN PROGRESS-Ray
Working in modules configuration flags...
2017-01-28Remove unecessary spaces...Ray
2017-01-27Move lighting system out of raylibRay
Lighting is implemented as a raylib example now
2017-01-05Lattest PR reviewraysan5
Function names, code formatting...
2017-01-02Added RaycastMesh function and example test caseJoel Davis
2016-12-25Added mesh loading functionsraysan5
2016-12-17Improving rRES custom format support -IN PROGRESS-Ray
Start removing old rRES functions.
2016-12-05Corrected some warningsRay
2016-11-18Some code tweaksraysan5
Correcting details that pop-up when testing the different platforms
2016-11-17Some tweaks aroundraysan5
2016-11-16Reviewed modules commentsraysan5
2016-11-13Corrected SIGSEV bugRay
2016-11-02code tweaks to avoid some warningsRay
2016-10-31Comments tweaksraysan5
2016-10-17Corrected some warningsRay
2016-10-03Removed function: ResolveCollisionCubicmap()raysan5
Function was inefficient and should be rewritten from scratch, it probably neither belongs to this module but an example...
2016-09-12Review spacing formattingraysan5
raylib uses spaces between '+' and '-' signs but not between '*' and '/' signs, it's a chosen convention
2016-08-31Formatting tweaksraysan5
2016-08-31Merge remote-tracking branch 'upstream/develop' into developTeodor Stoenescu
2016-08-31Greater LoadOBJ() flexibilityTeodor Stoenescu
LoadOBJ can now load objects with having no texture coordinates or objects having texture coordinates specified as tuples.
2016-08-16Removed useless spacingraysan5
2016-08-15Reviewed formattingraysan5
2016-08-12Small fix for GenMeshCubicmap()Teodor Stoenescu
This fix allows GenMeshCubicmap() to create cubic maps having cells of arbitrary sizes.
2016-08-10Renamed functions for consistencyRay
2016-07-04Review ResolveCollisionCubicmap()Ray
This function needs to be redesigned or removed...
2016-06-24Removed function SetModelTexture()raysan5
It's more educational to go through new material system, so, I decide to remove this function to avoid students confusion...
2016-06-11Avoid external variable whiteTextureraysan5
To get it, use GetDefaultTexture()
2016-06-11Corrected bug on cubemap generationraysan5
2016-06-02Review heades usageRay
This is a first step toward a bigger project. Some modules could be ported to header-only to be used as standalone.
2016-05-31Removed colTint, tint color is colDiffuseraysan5
Tint color could be applied to colDiffuse... but what's the best way? Replace it? Multiply by? A point to think about...
2016-05-31Reviewed DrawLight() function and some tweaksRay
2016-05-30Added tint color attribute to material data typevictorfisac
It tints all fragments, ignores lighting. Useful for some features like feedback (damage color, ...).
2016-05-30Remove normal depthvictorfisac
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.
2016-05-30Add Draw3DCircle function and update raylib and rlgl headervictorfisac
Draw3DCircle is useful to draw point lights radius.
2016-05-21Fix small bug and spacingvictorfisac
2016-05-21Add Draw3DLine function and fixed MLT glossiness import valuevictorfisac
In standard shader, material glossiness is a value from 0 to 1000 like in MLT files. So, it doesn't need to be normalized.
2016-05-20Add 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.
2016-05-20Improved MTL loading shininess valuevictorfisac
2016-05-20Fix small warningvictorfisac
Material glossiness is a float type value...
2016-05-20Add lighting system -IN PROGRESS-raysan5
Improved materials