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2016-11-22Corrected bug on GenTextureMipmaps()Ray
texture.mipmaps value needs to be updated, so, texture must be passed by reference instead of by value
2016-11-17Some tweaks aroundraysan5
2016-11-16Reviewed modules commentsraysan5
2016-11-15Removed byte typedefraysan5
2016-10-29Support textures filteringraysan5
2016-10-27Function to set texture parameters -IN PROGRESS-raysan5
2016-10-17Added notes on vr tracking -> camera updateraysan5
2016-10-10Review UpdateVrTracking() and rlglLoadRenderTexture()raysan5
2016-09-05Redesigned lighting shader systemraysan5
2016-08-16Removed useless spacingraysan5
2016-08-06Remove functions from user exposureraysan5
2016-07-18Some code tweaksraysan5
2016-07-16Expose Oculus Rift functionality directlyraysan5
2016-07-16Added rlgl standalone sampleraysan5
2016-07-06Updated lighting system...raysan5
...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...
2016-07-06VR Functions renaming (for generic HMD device)Ray
Stereo rendering has been moved again to Begin3dMode() and End3dMode(), it has some limitations but makes more sense...
2016-07-04Redesigned stereo rendering mechanismRay
Now it's easier for the user! Just init Oculus device and get stereo rendering!
2016-06-26Enable/Disable VR experienceraysan5
2016-06-26Corrected bug on stereo renderingraysan5
2016-06-25Removed rlglInitGraphics(), integrated into rlglInit()raysan5
Redesigned rlgl usage: - rlViewport() must be called by user - Internal projection/modelview matrices must be setup by user
2016-06-21Add oculus simulator (in case device is not detected)raysan5
2016-06-21Simplify Oculus example...Ray
...to align it with standard raylib code. Final goal would be having the same code work for every platform with no changes...
2016-06-19Starting work on VR simulator supportraysan5
If Oculus device is not available or not initialized correctly, simulated VR view is generated using stereo-rendering and distortion
2016-06-17Improving Oculus Rift example...Ray
Under design... looking for the easiest and most comprehensive way for the user to use VR...
2016-06-16Added support for OpenGL 2.1Ray
2016-06-14Move Oculus Rift support to rlgl moduleraysan5
2016-06-14Move OpenGL extensions loading to rlglraysan5
2016-06-07Updated some codeRay
2016-06-02Added functions to customize internal matrixraysan5
Internal modelview and projection matrices can be replaced before drawing.
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.
2016-05-31Review text formatting (spacing, tabs...)raysan5
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...
2016-05-31Improved library consistencyraysan5
Functions renamed to improve library consistency
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.
2016-05-29Improved render to textureraysan5
Support render texture size different than screen size
2016-05-25Renamed 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.
2016-05-21Add 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.
2016-05-20Add lighting system -IN PROGRESS-raysan5
Improved materials
2016-05-20Support DYNAMIC_DRAW mesh loadingraysan5
2016-05-18Reorganize data for consistencyraysan5
2016-05-12Simplified internal (default) dynamic buffersraysan5
2016-05-11Updated structs Mesh and Shaderraysan5
2016-05-07Library redesign to accomodate materials systemraysan5
2016-05-03Clean up and consistency reviewraysan5
- Renamed some functions for consistency (default buffers) - Removed mystrdup() function (implemented inline) - Renamed TextFileRead() to ReadTextFile()
2016-04-01Remove old postprocessing systemraysan5
2016-03-30Added 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.
2016-03-20Redesign to work as standaloneraysan5
Redesigned to work as standalone and support fordward-compatible context (shaders review)
2016-03-17Improved 2D-3D drawingRay
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.