| Age | Commit message (Collapse) | Author |
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texture.mipmaps value needs to be updated, so, texture must be passed by
reference instead of by value
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...to avoid dynamic conditions on for loop (lightsCount) on standard
shader, it seems GLSL 100 doesn't support that feature... on some GPUs
like RaspberryPi...
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Stereo rendering has been moved again to Begin3dMode() and End3dMode(),
it has some limitations but makes more sense...
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Now it's easier for the user! Just init Oculus device and get stereo
rendering!
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Redesigned rlgl usage:
- rlViewport() must be called by user
- Internal projection/modelview matrices must be setup by user
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...to align it with standard raylib code. Final goal would be having the
same code work for every platform with no changes...
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If Oculus device is not available or not initialized correctly,
simulated VR view is generated using stereo-rendering and distortion
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Under design... looking for the easiest and most comprehensive way for
the user to use VR...
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Internal modelview and projection matrices can be replaced before
drawing.
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This is a first step toward a bigger project. Some modules could be
ported to header-only to be used as standalone.
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Tint color could be applied to colDiffuse... but what's the best way?
Replace it? Multiply by? A point to think about...
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Functions renamed to improve library consistency
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It tints all fragments, ignores lighting. Useful for some features like
feedback (damage color, ...).
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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.
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Draw3DCircle is useful to draw point lights radius.
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Support render texture size different than screen size
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Now shader maps use a generic naming convention for any kind of texture
maps (not only diffuse, normal or specular). Useful for custom shaders.
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- 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.
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Improved materials
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- Renamed some functions for consistency (default buffers)
- Removed mystrdup() function (implemented inline)
- Renamed TextFileRead() to ReadTextFile()
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Now it's possible to render to texture, old postprocessing system will
be removed on next raylib version.
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Redesigned to work as standalone and support fordward-compatible context
(shaders review)
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Depth test disabled for 2D and only used on 3D; consequently LINES vs
TRIANGLES vs QUADS buffers drawing order maters... but blending also
works ok.
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