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path: root/src/rlgl.h
AgeCommit message (Collapse)Author
2017-05-08Support HDR R32G32B32 float textures loadingRay
2017-05-08Some defines tweaks for consistencyRay
2017-05-08Comments reviewRay
2017-04-30Some code tweaksRay
2017-04-22Rename parameterraysan5
2017-03-20Review some commentsRay
2017-03-14Remove Oculus support from coderaysan5
Moved to custom example, now raylib only supports simulated VR rendering. Oculus code was too device dependant... waiting for OpenXR.
2017-02-08Remove lighting system from rlgl standalone headerRay San
2017-01-22Upload wave collector - GGJ17 gameRay
2016-12-25Review comments and formattingraysan5
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