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2020-12-23Review formattingraysan5
2020-12-13Add options to set line width and aliasing to rlGL layer. (#1457)Jeffery Myers
* Add options to set line width and aliasing to rlGL layer. * Don't do line smoothing in OpenGLES
2020-12-05Add functions to enable/disable depth writes to go with functions for depth ↵Jeffery Myers
tests. (#1451)
2020-11-19Version tweakRay
2020-11-16rlUpdateTexture(): Corrected issueRay
2020-11-03Remove trailing spacesRay
2020-11-01Review contributed examplesRay
2020-10-31REDESIGNED: Multiple sampler2D usage on batch systemRay
New implementation allow enabling additional textures per batch only.
2020-10-29Support multiple sample2D on batch drawing #1333Ray
2020-10-26Support additional texture units for default batch system #1333Ray
This path requires some testing...
2020-10-26Review some commentsRay
2020-09-28Review Texture typeRay
Texture type also maps to Texture2D and TextureCubemap
2020-09-27Added noteraysan5
2020-09-27[wip] rlDrawMeshInstanced (#1318)seanpringle
* rlDrawMeshInstanced first attempt * rlDrawMeshInstanced OpenGL 3.3 and VAO checks * rlDrawMeshInstanced GetShaderAttribLocation; comments * example instanced shader * RLGL_STANDALONE RAYMATH_STANDALONE Vector4 * apply suggested naming changes; add instanced mesh example * remove orphan variables
2020-09-26REVIEW: GenTextureCubemap(), avoid using models.c functionsraysan5
- DrawCube() belongs to models.c -> rl*() alternative should be used
2020-09-25REVIEW: Replace rlglDraw() calls by DrawRenderBatch() internal callsraysan5
2020-09-25REVIEWED: GenTextureCubemap(), use rlgl functionality onlyraysan5
Function has been reviewed to avoid any direct OpenGL call and use rlgl functionality, also, GenDrawCube() has been replaced by the internal batch system with DrawCube(). WARNING: rlEnableTexture() call must be issued after enabling the current framebuffer when using batch mechanism because it includes a set of security checks to avoid batch overflow and push/pop matrix operations.
2020-09-21REVIEWED: GenTextureCubemap()raysan5
Added some tracelog messages
2020-09-18EXAMPLE: models_skybox works on OpenGL ES 2.0raysan5
2020-09-18Review commentraysan5
2020-09-18REDESIGNED: GenTexture*() #721raysan5
Functions have been redesigned to use rlgl and allow to externalize them (aka removing them from rlgl because they use custom shaders...).
2020-09-18REVIEWED: rlFramebufferAttach() to support texture layersraysan5
Required to attach multiple color textures and multiple cubemap faces
2020-09-18Corrected minor framebuffer issue on OpenGL ES 2.0raysan5
2020-09-18WARNING: REDESIGN of rlgl framebuffers API #721raysan5
This redesign allows more flexibility when creating RenderTexture and a simplification (and hopefully removal) of `GenTexture*()` functions, that should not belong to this model but the user code, due to the use of custom shaders. Also, this new API opens the door for a possible GBuffers type and advance rendering possibilities... Some functions of the API have been also simplified or even removed. rlgl module can be used as an standalone library, so, a version for the library has been added: v3.1.0, matching current raylib version.
2020-09-17WARNING: struct RenderTexture2D: Removed `depthTexture`raysan5
Not required anymore, attachment type is queried when required
2020-09-16REVIEWED: UnloadShader() issueraysan5
Avoid unloading default shader, raylib will take care of it
2020-09-16Minor: remove tabsraysan5
2020-09-16Make sure to detach data before deletingraysan5
Before deleting certain objects, they must be detached from their parents. That's the case for shader objects after linkage to shader program and also for the texture/cubemaps/renderbuffers attached to framebuffers. If objects are deleted before detached, they are kept in memory to avoid accessing deleted data.
2020-09-15Review GenDrawCube() and GenDrawQuad()raysan5
Better organized and commented
2020-09-15Solved issues when compiled for OpenGL 1.1raysan5
2020-09-14REVIEWED: GetTextureData(), allow retrieving 32bit float dataraysan5
2020-09-01Update rlgl.hraysan5
2020-09-01MOVED: rlUnproject() [rlgl] -> Vector3Unproject() [raymath]raysan5
2020-09-01Review custom blend modes mechanismraysan5
rlBlendMode() has been added to rlgl to be used on BLEND_CUSTOM. This functionality is exposed to advance users. In any case, new blending modes could be added if required.
2020-09-01Multiple blendmodes (#1324)cedemax
Co-authored-by: max <[email protected]>
2020-07-30rlCheckErrors (#1321)seanpringle
* rlglCheckErrors * rlglCheckErrors LOG_WARNING * rename to rlCheckErrors; improve messages; revert core.c
2020-07-28Corrected issue with framebuffer size storage #1298raysan5
2020-07-17Find a better mechanism to avoid FBO on OpenGL 2.1 if required #1290raysan5
2020-07-10Disable FBO support on OpenGL 2.1 #1290raysan5
2020-07-10Review commentraysan5
2020-07-09Free leaked allocations from render objects (#1302)Terry Nguyen
2020-06-27Corrected issue with OpenGL 1.1 supportRay
2020-06-25ADDED: UpdateTextureRec()Ray
2020-06-08Fix extra memory allocated when updating color buffer in mesh (#1271)Chang Si Yuan
2020-05-23Review usage of sizeof(), unify conventionsraysan5
All functions requiring sizeof() now follow the same convention: NUM_ELEMENTS*NUM_SUBELEMENTS*sizeof()
2020-05-22Tweakraysan5
2020-05-18Avoid glGetStringi() on OpenGL 2.1raysan5
2020-05-16added BLEND_SET (#1251)Random
* added BLEND_SET * renamed BLEND_SET to BLEND_ADD_COLORS
2020-05-06Avoid all MSVC compile warningsraysan5
Most warning were related to types conversion (casting required) and unsigned/signed types comparisons. Added preprocessor directives (_CRT_SECURE_NO_DEPRECATE; _CRT_NONSTDC_NO_DEPRECATE) to avoid warnings about unsafe functions, those functions are safe while used properly and recommended alternatives are MS only. Some external libraries still generate warnings.
2020-05-01WARNING: Big internal redesign!raysan5
Created RenderBatch type and related functions to allow rlgl users creating custom and separate render batches and not only rely on one internal render batch. This feature has not been exposed on raylib yet because it implies some breaking changes. Right now a custom RenderBatch is just used internally in rlgl.