| Age | Commit message (Collapse) | Author |
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Reorganized models functionality, it still needs some review...
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* Unused UWP define removal
* Further removal of unusued UWP defines
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* Implemented remaining 7/8 of ImageDrawLine
The existing code was correct for one octant, it now works for all 8
Added two internal functions, _ImageDrawLineHorizontal and _ImageDrawLineVertical, whithout which it would've been 4 times as much code.
* ImageDrawLine: Replaced 3 functions with 1
Removed both freshly added internal functions
Crammed it all into one
* ImageDrawLine shortened significantly using maths
Substituted X and Y, then wrote one abstract loop instead of 4 specific loops.
Lots of comments to explain what I'm doing for future maintainers.
* Now conforms with style conventions
Also reworded a comment to sound more... fomal.
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Legacy keyboard support was blocking the render loop, also it was keeping the last key status until the next key.
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* GenMeshTangents Fix
* GenMeshTangents Fix - Comment Update
* GenMeshTangents Fix - Comment Update final
* Code Style Changes
* Code Style Changes Final
* Code Style Changes Final 2
* GenMeshTangents better handling for issue #1876
* GenMeshTangents better handling for issue #1876
* GenMeshTangents: Better fix for issue #1876
* vboId location fix
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* GenMeshTangents Fix
* GenMeshTangents Fix - Comment Update
* GenMeshTangents Fix - Comment Update final
* Code Style Changes
* Code Style Changes Final
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- fixed issue where vertex positions being passed in place of vertex normals.
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After lot of investigation, I'm afraid I'm removing official UWP support from raylib, I'll keep the current implementation in a separate branch (UWP), just in case. It seems Microsoft is trying to replace UWP in the long term, they announced lack of support for the new WinUI 3 and they seem to be moving to Windows App SDK.
Also, on current implementation, the code is divided between raylib and the example, requiring multiple callback hooks, making it difficult to follow and maintain.
And realistically speaking, raylib is probably not the best option for anyone willing to target UWP, neither Xbox consoles.
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RENAMED: GetTextureData() -> LoadImageFromTexture()
RENAMED: GetScreenData() -> LoadImageFromScreen()
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Some functions/values have been deprecated for long time but some mapping was kept for convenience. Some of those mappings have been removed...
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* Added my own model and license to Raylib exclusively created by me and provided for use in the examples (and other projects if anyone decides to)
* Use animation vertices on initial load if possible.
* Added girl model to model example
* Revamped GLTF model loading as it was wrong by default. Also updated some comments.
GLTF models were loaded only by mesh but they should be loaded recursively by hierarchical nodes because tehre are some static node transformations that are to be applied to the vertices. It also resulted in more meshes being included in some models.
It is the correct way of loading GLTF and what is suggested in the official examples.
Currenlty limiting to only one scene but more can be included later.
* Refactored the new names and structure of extracted functions.
* Safer and easier read value.
* Made reading easier for accessor->bufferView->buffer in GLTF.
Now there is no need to check for supported types or anything.
* Correct inclusion of limits.h in the cases of MSVC based compilers vs the world
* Removed weird example file
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ADDED: rlGetPixelFormatName()
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When a shader is loaded, by default, several locations are tried to be set automatically.
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Reviewed locations descriptions
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- the shader.locs now match the LoadShader function
Without this change, the lighting sample looks incorrect when
using LoadShaderFromMemory
Co-authored-by: Ruminant <[email protected]>
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