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2020-12-19Avoid *Rec suffix in some variablesRay
Pefixing/Suffixing some data type identifier in the variables is not a convention used in raylib, just reviewed it for consistency... Still, I kept the *Rec suffix in some functions.
2020-12-19Update textures.cRay
2020-12-18WARNING: RENAMED several functions for consistency #1440Ray
This is a BREAKING CHANGE! To address the linked issue, several functions have been renamed and couterpart functions have been created to free loaded memory: - RENAMED: GetImageData() -> LoadImageColors() - RENAMED: GetImagePalette() -> LoadImagePalette() - RENAMED: GetWaveData() -> LoadWaveSamples() - ADDED: UnloadImageColors() - ADDED: UnloadImagePalette() - ADDED: UnloadWaveSamples()
2020-12-16Changing JPG compression (#1463)Andrea Fontana
Since I don't think the purpose of raylib is to save space compressing image, I think it could be a good idea to keep quality from 90 to 100.
2020-11-30Fix typecast warnings in raylib code as reported by visual studio 2019 (#1443)Jeffery Myers
2020-11-28REMOVED: GetImageDataNormalized()raysan5
Let the advance users manage it as they want...
2020-11-22Exposing some file access results to user layer #1420Ray
2020-11-19Review formatingRay
2020-11-03Remove trailing spacesRay
2020-10-05Replace 0.f by 0.0fRay
2020-10-05Review "aggregate initializations" #1403Ray
2020-09-18REVIEWED: rlFramebufferAttach() to support texture layersraysan5
Required to attach multiple color textures and multiple cubemap faces
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.
2020-09-16Add security checks when loading data from memoryraysan5
2020-09-14Review memory loading functions signesnessRay
2020-09-14REVIEWED: GetTextureData(), allow retrieving 32bit float dataraysan5
2020-09-13ADDED: LoadImageFromMemory() #1327Ray
2020-09-07REDESIGNED: ColorFromHSV()raysan5
Replaced Vector3 by direct values, easier to use and understand
2020-07-10WARNING: REMOVED: LoadImageEx()raysan5
Reason for removal: This function forces a specific Image data format, it copies data internally (it could be confusing and lead to memory leaks), it's redundant, there is a simpler alternative and raylib promotes using structures directly
2020-07-10Correct issue when not supporting GIF formatraysan5
2020-07-10ADDED: LoadImageAnim() to load animated sequence of imagesraysan5
2020-07-05Fix incorrect color transform to 255 space (#1297)Doyle
2020-06-30Expose additional configuration optionsRay
Some internal defines have been exposed in config.h
2020-06-27Added new function `DrawTextureTiled()` (#1291)Vlad Adrian
* Implemented DrawTextureTiled() * Example added
2020-06-25ADDED: UpdateTextureRec()Ray
2020-06-20REVIEWED: ColorAlphaBlend(), support tint colorraysan5
2020-06-20REVIEWED: ColorAlphaBlend(), integers-version, optimized #1218raysan5
2020-06-20REVIEWED: ImageDraw(), consider negative source offset properly #1283raysan5
2020-06-20REVIEWED: ImageDraw() #1283raysan5
2020-06-16RE-ADDED: Fade() function to avoid multiple breaking changesraysan5
Probably there is a better way to do this but this is a temporary solution for backward compatibility
2020-06-15REDESIGNED: ImageDraw(), optimized #1218raysan5
After multiple tests and lot of redesign, current implementation is the fastest one. It also considers several fast-paths for maximum speed!
2020-06-15Small code optimizationraysan5
2020-06-15REDESIGNED: ImageResize(), optimized #1218raysan5
2020-06-15REDESIGNED: ImageFromImage(), optimized #1218raysan5
2020-06-15WARNING: BIG CHANGE: Move Color functions to texture moduleraysan5
WARNING: Some functions ADDED and some RENAMED: - RENAMED: Fade() -> ColorAlpha() [Added #define for compatibility] - ADDED: ColorAlphaBlend() - ADDED: GetPixelColor() - ADDED: SetPixelColor()
2020-06-11REDESIGNED: ImageDraw(), optimization #1218raysan5
Trying a new optimization approach, some additional functions added, they will be probably exposed soon.
2020-06-11REVIEWED: ImageDraw(), optimizations test #1218raysan5
Despite all the effort put on function optimization, dealing with alpha blending is complex, considering src and dst could have different pixel format...
2020-06-10REDESIGNED: ImageAlphaClear(), optimized #1218raysan5
2020-06-10REVIEWED: ImageResizeCanvas(), optimization #1218raysan5
Optimized to avoid ImageCrop() calls, now we define the source image rectangle and we just copy that data over the new canvas.
2020-06-09REVIEWED: ExportImage(), optimizedraysan5
2020-06-08REVERTED: ExportImage() changesraysan5
Always using RGBA for now.
2020-06-08REVIEWED: ImageAlphaPremultiply(), optimizationraysan5
2020-06-08REVIEWED: ImageAlphaClear(), minor optimizationraysan5
2020-06-07Update textures.craysan5
2020-06-07REDESIGNED: ImageResizeCanvas(), optimized #1218raysan5
2020-06-07ImageToPOT() renamed parameterraysan5
2020-06-07REVIEWED: ImageCrop() #1218raysan5
Further optimization, moving data line-by-line Old optimization left for reference
2020-06-07REVIEWED: ImageToPOT() #1218raysan5
Using ImageResizeCanvas()
2020-06-07REVIEWED: ImageAlphaCrop() #1218raysan5
Now uses GetImageAlphaBorder()
2020-06-07REDESIGNED: ImageCrop(), optimized #1218raysan5