| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2016-06-10 | Adapt standard shader to GL ES 2.0 | victorfisac | |
| Some shader calculations are now pre-calculated because some math functions doesn't exist in glsl 110. | |||
| 2016-06-08 | Review const char * | Ray | |
| 2016-06-07 | Updated some code | Ray | |
| 2016-06-07 | Converted GLAD to header only | raysan5 | |
| 2016-06-07 | Embed standard shader into raylib | Ray | |
| 2016-06-06 | Review fallback mechanism | Ray | |
| 2016-06-06 | Fallback to default shader | Ray | |
| 2016-06-06 | Reorganize external libraries - BREAKING CHANGE - | Ray | |
| Moved all external libraries used by raylib to external folder inside raylib src. Makefile has already been update and also the different includes in raylib modules. | |||
| 2016-06-05 | Corrected compilation bug on OpenGL 1.1 | Ray | |
| 2016-06-02 | Added functions to customize internal matrix | raysan5 | |
| Internal modelview and projection matrices can be replaced before drawing. | |||
| 2016-06-02 | Remove GLEW dependency | 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. | |||
| 2016-06-01 | Corrected some issues on OpenGL 1.1 | raysan5 | |
| 2016-05-31 | Review text formatting (spacing, tabs...) | raysan5 | |
| 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 | Improved library consistency | raysan5 | |
| Functions renamed to improve library consistency | |||
| 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 normal and specular maps to draw model process | victorfisac | |
| 2016-05-29 | Improved render to texture | raysan5 | |
| Support render texture size different than screen size | |||
| 2016-05-25 | Renamed shader variables (more generic names) | raysan5 | |
| Now shader maps use a generic naming convention for any kind of texture maps (not only diffuse, normal or specular). Useful for custom shaders. | |||
| 2016-05-21 | Fix small bug and spacing | victorfisac | |
| 2016-05-21 | Add standard lighting (2/3) | victorfisac | |
| - 3 light types added (point, directional, spot). - DrawLights() function added using line shapes. - Standard lighting example added. - Removed useless struct variables from material and light. - Fixed light attributes dynamic locations errors. - Standard vertex and fragment shaders temporally added until rewrite it as char pointers in rlgl. TODO: - Add normal and specular maps calculations in standard shader. - Add control structs to handle which attributes needs to be calculated (textures, specular...). - Adapt standard shader to version 110. - Rewrite standard shader as char pointers in rlgl. | |||
| 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 | Comented buggy code to avoid problems... | raysan5 | |
| ...on model drawing | |||
| 2016-05-20 | Add lighting system -IN PROGRESS- | raysan5 | |
| Improved materials | |||
| 2016-05-20 | Support DYNAMIC_DRAW mesh loading | raysan5 | |
| 2016-05-19 | Corrected namings | raysan5 | |
| 2016-05-18 | Reorganize data for consistency | raysan5 | |
| 2016-05-12 | Simplified internal (default) dynamic buffers | raysan5 | |
| 2016-05-10 | Support indexed mesh data on OpenGL 1.1 path | raysan5 | |
| Keep asking myself why I maintain this rendering path... -___- | |||
| 2016-05-10 | Added support for indexed mesh data | raysan5 | |
| 2016-05-09 | Added defines for default shader names | 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 | Corrected issues with OpenGL 1.1 backend | raysan5 | |
| 2016-05-07 | Library redesign to accomodate materials system | raysan5 | |
| 2016-05-03 | Clean up and consistency review | raysan5 | |
| - Renamed some functions for consistency (default buffers) - Removed mystrdup() function (implemented inline) - Renamed TextFileRead() to ReadTextFile() | |||
| 2016-05-02 | Removed debug functions | Ray | |
| 2016-05-02 | Working on materials system... | Ray | |
| 2016-05-01 | Check for WebGL/Webkit extensions | Ray | |
| Improve DXT-ETC1 support on HTML5 | |||
| 2016-04-17 | Corrected bug with old FBO struct | raysan5 | |
| 2016-04-10 | Use Depth Texture on OpenGL 3.3 | raysan5 | |
| 2016-04-07 | Simplified texture flip and added comments | raysan5 | |
| 2016-04-04 | Correct detail | raysan5 | |
| 2016-04-03 | Unified internal shader to only one | Ray | |
| Only defaultShader required, set default value for vertex color attribute if not enabled and fragColor uniform | |||
| 2016-04-03 | Some code simplifications | raysan5 | |
| 2016-04-01 | Remove old postprocessing system | raysan5 | |
| 2016-03-30 | Added support for render to texture (use RenderTexture2D) | raysan5 | |
| Now it's possible to render to texture, old postprocessing system will be removed on next raylib version. | |||
