| Age | Commit message (Collapse) | Author |
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It returns true on success again
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Not returning error code (or success), just log if it fails
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* [core] Added desktop cursor getter and setter functions
* Example: Set mouse cursor in text input box
* Setup standard cursors _after_ GLFW window initialization
* Remove old `int GetMouseWheelMove` declaration
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Texture type also maps to Texture2D and TextureCubemap
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* rlDrawMeshInstanced first attempt
* rlDrawMeshInstanced OpenGL 3.3 and VAO checks
* rlDrawMeshInstanced GetShaderAttribLocation; comments
* example instanced shader
* RLGL_STANDALONE RAYMATH_STANDALONE Vector4
* apply suggested naming changes; add instanced mesh example
* remove orphan variables
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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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Added some tracelog messages
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Functions have been redesigned to use rlgl and allow to externalize them (aka removing them from rlgl because they use custom shaders...).
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Not required anymore, attachment type is queried when required
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Also updated raylib Wiki about struct sizes in 32bit and 64bit
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Replaced Vector3 by direct values, easier to use and understand
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rlBlendMode() has been added to rlgl to be used on BLEND_CUSTOM. This functionality is exposed to advance users.
In any case, new blending modes could be added if required.
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Co-authored-by: max <[email protected]>
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* MeshSmoothNormals() by average
* wrong comment
* spelling
* use correct function naming convention
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Reason for removal: This function forces a specific Image data format, it copies data internally (it could be confusing and lead to memory leaks), it's redundant, there is a simpler alternative and raylib promotes using structures directly
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* Implemented DrawTextureTiled()
* Example added
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Probably there is a better way to do this but this is a temporary solution for backward compatibility
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WARNING: Some functions ADDED and some RENAMED:
- RENAMED: Fade() -> ColorAlpha() [Added #define for compatibility]
- ADDED: ColorAlphaBlend()
- ADDED: GetPixelColor()
- ADDED: SetPixelColor()
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- The Mouse struct already stores cursorOnScreen. This function simply exposes it to the usage code.
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* added BLEND_SET
* renamed BLEND_SET to BLEND_ADD_COLORS
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Current looping system was broken, `loopCount` has been converted to `bool looping` and user can enable/disable with `music.looping = false`. `SetMusicLoopCount()` has been removed.
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* Fix gamepad axis count
* Fix Xbox axis drawing
* Ignore low axis values
* Revert "Fix gamepad axis count"
This reverts commit f08ae4bf
* Fix GamepadAxis API
* Fix conflict with master
* Revert Gamepad MAX definitions
* Revert MAX_GAMEPAD_AXIS update
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Removed ImageAlphaMask() dependency on [text] LoadBMFont()
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Those functions could be very useful for custom triangle data drawing, using internal batch system.
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There are multiple #define values around raylib, usually not exposed for redefinition, just reviewed all of them to allow users redefining them on compile time if required.
Also, multiple #define have been renamed and commented.
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