| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2017-05-08 | Support HDR R32G32B32 float textures loading | Ray | |
| 2017-05-08 | Some defines tweaks for consistency | Ray | |
| 2017-05-08 | Comments review | Ray | |
| 2017-04-30 | Some code tweaks | Ray | |
| 2017-04-22 | Rename parameter | raysan5 | |
| 2017-03-20 | Review some comments | Ray | |
| 2017-03-14 | Remove Oculus support from code | raysan5 | |
| Moved to custom example, now raylib only supports simulated VR rendering. Oculus code was too device dependant... waiting for OpenXR. | |||
| 2017-02-08 | Remove lighting system from rlgl standalone header | Ray San | |
| 2017-01-22 | Upload wave collector - GGJ17 game | Ray | |
| 2016-12-25 | Review comments and formatting | raysan5 | |
| 2016-11-22 | Corrected bug on GenTextureMipmaps() | Ray | |
| texture.mipmaps value needs to be updated, so, texture must be passed by reference instead of by value | |||
| 2016-11-17 | Some tweaks around | raysan5 | |
| 2016-11-16 | Reviewed modules comments | raysan5 | |
| 2016-11-15 | Removed byte typedef | raysan5 | |
| 2016-10-29 | Support textures filtering | raysan5 | |
| 2016-10-27 | Function to set texture parameters -IN PROGRESS- | raysan5 | |
| 2016-10-17 | Added notes on vr tracking -> camera update | raysan5 | |
| 2016-10-10 | Review UpdateVrTracking() and rlglLoadRenderTexture() | raysan5 | |
| 2016-09-05 | Redesigned lighting shader system | raysan5 | |
| 2016-08-16 | Removed useless spacing | raysan5 | |
| 2016-08-06 | Remove functions from user exposure | raysan5 | |
| 2016-07-18 | Some code tweaks | raysan5 | |
| 2016-07-16 | Expose Oculus Rift functionality directly | raysan5 | |
| 2016-07-16 | Added rlgl standalone sample | raysan5 | |
| 2016-07-06 | Updated 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... | |||
| 2016-07-06 | VR 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... | |||
| 2016-07-04 | Redesigned stereo rendering mechanism | Ray | |
| Now it's easier for the user! Just init Oculus device and get stereo rendering! | |||
| 2016-06-26 | Enable/Disable VR experience | raysan5 | |
| 2016-06-26 | Corrected bug on stereo rendering | raysan5 | |
| 2016-06-25 | Removed rlglInitGraphics(), integrated into rlglInit() | raysan5 | |
| Redesigned rlgl usage: - rlViewport() must be called by user - Internal projection/modelview matrices must be setup by user | |||
| 2016-06-21 | Add oculus simulator (in case device is not detected) | raysan5 | |
| 2016-06-21 | Simplify 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... | |||
| 2016-06-19 | Starting work on VR simulator support | raysan5 | |
| If Oculus device is not available or not initialized correctly, simulated VR view is generated using stereo-rendering and distortion | |||
| 2016-06-17 | Improving Oculus Rift example... | Ray | |
| Under design... looking for the easiest and most comprehensive way for the user to use VR... | |||
| 2016-06-16 | Added support for OpenGL 2.1 | Ray | |
| 2016-06-14 | Move Oculus Rift support to rlgl module | raysan5 | |
| 2016-06-14 | Move OpenGL extensions loading to rlgl | raysan5 | |
| 2016-06-07 | Updated some code | Ray | |
| 2016-06-02 | Added functions to customize internal matrix | raysan5 | |
| Internal modelview and projection matrices can be replaced before drawing. | |||
| 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. | |||
| 2016-05-31 | 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 | |||
| 2016-05-30 | 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 Draw3DCircle function and update raylib and rlgl header | victorfisac | |
| Draw3DCircle is useful to draw point lights radius. | |||
| 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 | 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 lighting system -IN PROGRESS- | raysan5 | |
| Improved materials | |||
