| Age | Commit message (Collapse) | Author |
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RENAMED: GetTextureData() -> LoadImageFromTexture()
RENAMED: GetScreenData() -> LoadImageFromScreen()
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ADDED: rlGetPixelFormatName()
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RENAMED: GetCodepoints() -> LoadCodepoints(), now codepoint array data is loaded dynamically instead of reusing a limited static buffer.
ADDED: UnloadCodepoints() to safely free loaded codepoints
RENAMED: GetNextCodepoint() -> GetCodepoint()
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Replaced: Returns -> Get
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- Dividing by height instead of width results in missing parts of the image.
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Removed functions from rlgl module.
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rlgl module has been completely redesigned to move Mesh/Material structures to [models] module. Still some work to do, broken elements:
- [models] OpenGL 1.1 mesh rendering: DrawMesh()
- [models] Mesh Instancing: DrawMeshInstanced()
- [models] Stereo rendering: DrawMesh()
- [models] GL_FLOAT, GL_UNSIGNED_INT exposed
- [models] GenMeshCustom()
- [rlgl] GenTexture*() functions removal?
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* adds DrawTexturedPoly with example
* the actual example ... ahem
* moved DrawTexturePoly to textures function and example
NB function name changed to fit with other DrawTextureXXX functions
(no "d" )
Co-authored-by: codifies <[email protected]>
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- The vertices did not map to where I expected causing rotation to be
off by 90 degrees. I reorganized the vertices making it easier to
reason about which fixes this.
- The order for drawing is now topLeft, bottomLeft, bottomRight,
topRight.
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- Many functions renamed to follow rl*() convention
- Some internal functions exposed in the API
- Some functionality moved to other modules
- Reorganized all functions by categories
- Make sure it keeps working with OpenGL 1.1 and 2.1
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* Optimize DrawTexturePro and DrawRectanglePro transformations
- Add check so rotation is only applied if rotation != 0.0f.
- Replace matrix usage by calculating the vertex data directly.
* Fix error with windows build and trim whitespace
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Now enum names are more consistent between them.
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Some enums values have been renamed to be more consistent and also provide a more detailed description:
- ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION
- ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2
- MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO
- PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
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This new flag allows omitting stdio.h library in case of a custom implementation is used.
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RENAMED: TextureFilterMode values
RENAMED: TextureWrapMode values
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RENAMED: CubemapLayoutType and NPatchType
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* Don't use DrawRect to clear an image, a pixel loop is an order of magnitude faster.
* Update ImageDrawRectangle to be faster too.
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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.
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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()
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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.
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Let the advance users manage it as they want...
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Required to attach multiple color textures and multiple cubemap faces
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