| Age | Commit message (Collapse) | Author |
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Try to avoid a possible false-positive memory leak...
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This is to account for GLTF info being more like instructions on how to build your animation instead of verbose description of each pose.
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(#1557)
This change helps some platforms produce fewer errors/warnings.
Co-authored-by: Jeffery Myers <[email protected]>
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return value for all platforms
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* Added example for gltf animation and split some functions for loading model animations into IQM and GLTF similar to how models are being loaded.
* Removed wrongly duplicated function
* Bone loading for gltf model (not working at this point)
* Loading info about vertex to joint connection but animation is still not working
* Skeleton and pose is correctly loaded. Need to communicate about interpolation in GLTF
* The model almost looks like a real person on animation.
* Fixed model loading with bones.
Also updated license info on the model.
* Cleaned up some code and updated examples.
* Fix identation issues
* Fix identation issues
* Fix identation issues
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* Documenting the compiler flags
* Moved some android compiler flags and added documentation on them too.
* Some more restructuring.
Removed unnecessary comments that were self described by the code.
Added some more explanations around certain parts of CMake and especially around compiler flags.
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CMake relied on this file for configurations and also was interfering in the regular config.h by having a separate definition if building with CMake. This was not entirely correct so instead we will define compile time definitions separately through CMake (CompileDefinitions.cmake) and also will use the provided EXTERNAL_CONFIG_FLAGS that I found that will not use config.h in through the build process.
I also introduced a new compiler option (CUSTOMIZE_BUILD) that when OFF will use the default config.h and when ON will show other options for redefining your own options.
Fixed an error in rlgl.h where if you have both RLGL_STANDALONE and SUPPORT_VR_SIMULATOR you get a compile time error.
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This test file is just testing compilation with the library works correctly but is no longer needed because:
- it is not cross platform
- it taps into the CTest system which is better suited for real unit/integration tests
- it can be incorporated into the pipeline of github actions instead in the future
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Upload mesh data to GPU and get VAO/VBO identifiers
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As described in the official documentation https://cmake.org/cmake/help/v3.0/variable/BUILD_SHARED_LIBS.html this flag is global by default and controls if the library will be built as a shared or a static library allowing us to define only one call to the add_library function (without specifying its type). It is also added as an option to be visible in CMake GUI applications.
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* Better ignore support for idea projects.
Added a wildcard at the end because different configurations would have a diffeerent build directory.
* Removed external from being a relative include directory for target raylib.
Fixes #1533
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Corrected bug!
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* Delete emscripten.cmake
This file is not needed at this point. EMSDK provides a toolchain file that has a lot more things in it and is better supported. Project currently works fine with the documentation provided in Emscripten SDK on how to build projects.
* First pass file separation.
The main two files are cleaner now. Only important things can be seen. Major changes include:
- raylib_static is now the alias instead of raylib
- Repeating segments are removed and pulled into separate files into <root>/cmake
- File is reordered to make more sense
- Installs are better structured
- Library is build into an output directory "raylib" instead of "src"
- All public header files are now set as a public header file
- Source files need to be listed (it is a bad practice to capture them using wildcards and file globs)
- CMakeLists are better commented
* Second pass on the example dirs.
They are quite complex so I'm more hesitant to do major changes. Also it works pretty well. Noticed that I forgot one of the seperated files and added it into src/CMakeLists.txt.
* Returned the header copy as it was convenient to have the public headers copied.
* A better description to the variable RAYLIB_IS_MAIN
Co-authored-by: Rob Loach <[email protected]>
* Remove debug message
Co-authored-by: Rob Loach <[email protected]>
* Improvements based on review.
* Simplify the install condition to not be platform specific as it was before.
Co-authored-by: Alexander Neumann <[email protected]>
* Remove some CMAKE variables as they don't affect the build in any way
Co-authored-by: Alexander Neumann <[email protected]>
Co-authored-by: Rob Loach <[email protected]>
Co-authored-by: Alexander Neumann <[email protected]>
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Now it compresses/decompresses valid DEFLATE streams instead of zlib streams. It uses the minimal and efficient libraries: sdefl/sinfl.
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* Fix keyboard state change detection on RPI
* Rework RaspberryPi evdev keyboard input.
- Extract evdev keyboard handling into PollKeyboardEvents()
- Move keyboard polling to main thread
- Rename EventThreadSpawn() to ConfigureEvdevDevice() as it doesn't necessarily spawn threads
- Remove unused code (KeyEventFifo and lastKeyPressed)
* Replace tabs with 4 spaces.
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* Update CMakeOptions.txt
* Update config.h.in
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GRAPHICS_API_OPENGL_11 (#1496)
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I usually try to avoid any return in the middle of functions, I try to keep them always at the end of the functions.
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* Don't create an ortho matrix when the viewport is 0 in any axis.
Not all compilers divide by 0 and return inf, some segfault.
The matrix is not used by anything when minimized, so it just needs to not be called.
* Better fix that always ensures the rlgl matrix is always valid
* Better fix that always ensures the rlgl matrix is always valid
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Resolves #1495
This line allocated some memory that was already allocated in the beginning of the function and was essentially creating a leak.
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be less than zero because it's an unsigned int (#1497)
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models module (#1498)
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the audioBuffer is null (#1499)
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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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* Added a new utility function to get the current monitor.
Some of the other functions rely on passing on a monitor id but we only have a function for querying the count of monitors available.
* Updated the comment to correctly reflect the function action
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more intuitive to use the monitor that the window is currently in. (#1486)
This monitor should even probably be passed as an id instead to make it more consistent with the rest of the API but this would break existing applications so I am hesitant to change the function signature directly.
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