summaryrefslogtreecommitdiffhomepage
path: root/src/rlgl.h
AgeCommit message (Collapse)Author
2019-05-14Corrected web issueRay
2019-05-08Remove trail spacesRay
2019-04-28Some formatting reviewraysan5
2019-04-28Expose enable/disable backface cullingraysan5
Some tweaks on BeginVrDrawing()
2019-04-27Review UWP implementationraysan5
Basically, formating review and some variables naming to follow raylib conventions.
2019-04-27UWP Support Overhaul (#819)Reece Mackie
* Working build * Fix build again, stop deleting files * Hotfix crash, needs investigating * Remove VS2015.UWP, I cannot update the project * Lots of UWP work, added keyboard and mouse press support. Still need to finish scroll wheel, mouse position and cursor hiding, plus other stuff that I haven't seen yet. * Implemented a ton more things, added BaseApp.h to provide common code to UWP apps. * Remove constant window dimensions * Enable and Disable cursor support. * Actually use mouse delta * Gamepad Support * Cleaning and small tweaks * Restore original example. * Update comment * Use 'Messages' to handle the cursor functions so code is more portable. * Comment * Comment unused message fields and use vector for mouse pos instead. * Move messages to utils.h and use messages for everything. No more plat-specific code in raylib.h * Working build * Fix build again, stop deleting files * Hotfix crash, needs investigating * Remove VS2015.UWP, I cannot update the project * Lots of UWP work, added keyboard and mouse press support. Still need to finish scroll wheel, mouse position and cursor hiding, plus other stuff that I haven't seen yet. * Implemented a ton more things, added BaseApp.h to provide common code to UWP apps. * Remove constant window dimensions * Enable and Disable cursor support. * Actually use mouse delta * Gamepad Support * Cleaning and small tweaks * Restore original example. * Update comment * Use 'Messages' to handle the cursor functions so code is more portable. * Comment * Comment unused message fields and use vector for mouse pos instead. * Move messages to utils.h and use messages for everything. No more plat-specific code in raylib.h * Tested some desktop stuff and added projection matrix updates for window resizing. * Fixed big bad mouse bug * Fix alt buttons and add hack to combat flickery key presses (far from perfect) * Remove debug code * Final commit * Well, so I thought * Wow, i am bad * Remove packages folder * Remove useless include * Apply requested changes and fix linux build * Try to stop packages folder * Have we fixed the formatting properly? * Third time's the charm? * Where did this come from? * Re-fix * Autoformat is gonna kill * Fixed XBOX ONE Support * Fix tabs
2019-04-23WARNING: Issues on web buildingRay
Found some issues when building for web using latest emscripten 1.38.30, traced the error and found that eglGetProcAdress does not return function pointers for VAO functionality, supported by extension. It requires more investigation but now it works (avoiding VAO usage)
2019-04-23Alloc custom allocators on standalone modeRay
2019-04-23Review issues on OpenGL 1.1Ray
2019-04-23Support custom memory management macrosRay
Users can define their custom memory management macros. NOTE: Most external libraries support custom macros in the same way, raylib should redefine those macros to raylib ones, to unify custom memory loading. That redefinition is only implemented as example for stb_image.h in [textures] module.
2019-04-22Expose rlgl functions on shared librariesRay
2019-04-11Review cubemap generationRay
2019-04-11Corrected standalone usageRay
2019-04-11Review VR simulator mechanismRay
- No default VR device parameteres inside raylib - VR device parameter should be provided by user - VR distortion shader should be provided by user
2019-04-07Happy new year 2019ChillerDragon
2019-04-05ADDED: SetShaderValueTexture()Ray
Some tweaks
2019-04-05Review PBR shadersRay
Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
2019-04-05Rename enum typeRay
2019-04-04Removed trail spacesRay
2019-04-04Animated vertex renamingRay
2019-04-01Corrected some issuesRay
- Support compiling for OpenGL 1.1 - Free meshes/materials memory after usage...
2019-03-29WARNING: This could break somethingRay
If we have no data to update/draw, we avoid update/draw. On `DrawBuffersDefault()` if no vertes data is available nothing is drawn but some globals: vertexData, projection, modelview, draws... are reseted. There shouldn't be any problem if we don't touch those globals in case no vertex have been processed but, just in case, I warn about it.
2019-03-28Align LINES and TRIANGLES drawingRay
When drawing LINES or TRIANGLES, vertex are accumulated in same buffer as QUADS and new draw calls are registered but QUADS drawing uses an index buffer for optimization, so, when adding LINES/TRIANGLES vertices we need to make sure next draw calls for QUADS keep aligned with indices buffer. To get that we just add some alignment vertex at the end of the LINES/TRIANGLES draw calls, to make them multiple of 4 vertex.
2019-03-12Support external config flagsRay
2019-02-28Some spacing reviewRay
2019-02-28Removed some NULL pointer checksRay
2019-02-28Added some comments on #594Ray
2019-02-22Change ternary operator formattingRay
2019-02-21Remove end-line spacesRay
2019-02-06Update rlgl.hRay
2019-02-06Update rlgl.hRay
2019-02-06Update rlgl.hRay
2019-02-06Reviewed fbo creation and VR systemRay
2019-02-04ADDED: rlLoadTextureDepth()Ray
REDESIGNED: rlLoadRenderTexture() ADDED: rlRenderTextureAttach() ADDED: rlRenderTextureComplete()
2019-02-04ADDED: LoadTextureCubemap()Ray
Probably uncomplete, not tested yet...
2019-01-21Fixing badly (redefined) enums.Marco Lizza
2019-01-20Reworking log level as incremental.Marco Lizza
2019-01-16Readded alpha clear to rlReadScreenPixels()Ray
When capturing framebuffer, if some element with transparency has been drawn, it retrieves that data... it could be a bit annoying in some situations because we could expect color compositing with background color... It depends on the situation and our needs... but most of the time we don't want that transparency on screenshots.
2019-01-15Let user choose to clear scissor areaRay
2019-01-11Allow capturing transparent backgroundRay
2019-01-10Some improvements on SetShaderValue()Ray
- Unsigned int not supported on OpenGL ES 2.0 -> Removed - Reorganized enum -> Removed BOOL (not uniformType) - Support sample2D uniform type
2019-01-10WARNING: Redesigned SetShaderValue()Ray
2019-01-09Merge pull request #718 from MarcoLizza/shaders-uniforms-arrayRay
Shaders uniforms array
2019-01-09Adding uniform array support for shaders.Marco Lizza
2019-01-06Some minor tweaks analyzing coderaysan5
Specific textures generation code is quite redundant and not flexible for the user, I'm trying to figure out some easy way to allow raylib users to do the same without needing those functions (very specific and shader dependant). RenderTexture loading and Cubemap textures support must be improved.
2019-01-06Review BRDF texture generationraysan5
Actually, that function should be redesigned...
2019-01-05Some code tweaksraysan5
2018-12-29Corrected issue on draws resettingraysan5
2018-12-26Corrected issue with internal bufferraysan5
Problem aligning provided vertex data to multiples of four, because main buffer is intended to bu used with indexed quads... but also shared with triangles and lines.
2018-12-25Support float texture data on OpenGL ES 2.0raysan5