@ -7,16 +7,16 @@ Current Release:    raylib 1.8.0 (Oct 2017)  
			
		 
		
	
		
			
			 
			 
			
			 
			
			Release:     raylib 1.8.0 (Oct 2017)  
			
		 
		
	
		
			
			 
			 
			
			 
			
			-----------------------------------------------  
			
		 
		
	
		
			
			 
			 
			
			 
			
			NOTE:   
			
		 
		
	
		
			
			 
			 
			
			 
			
			  In this release, multiple parts of the library have been reviewed again for consistency and simplification.   
			
		 
		
	
		
			
			 
			 
			
			 
			
			  It exposes more than 2 0 new functions in comparison with previous version and it improves overall programming experience.  
			
		 
		
	
		
			
			 
			 
			
			 
			
			  In this release, multiple parts of the library have been reviewed ( again)  for consistency and simplification.   
			
		 
		
	
		
			
			 
			 
			
			 
			
			  It exposes more than 3 0 new functions in comparison with previous version and it improves overall programming experience.  
			
		 
		
	
		
			
			 
			 
			
			 
			
			    
			
		 
		
	
		
			
			 
			 
			
			 
			
			BIG CHANGES:  
			
		 
		
	
		
			
			 
			 
			
			 
			
			  - Image generation functions: Gradient, Checked, Noise, Cellular...  
			
		 
		
	
		
			
			 
			 
			
			 
			
			  - Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...  
			
		 
		
	
		
			
			 
			 
			
			 
			
			  - New  Image generation functions: Gradient, Checked, Noise, Cellular...  
			
		 
		
	
		
			
			 
			 
			
			 
			
			  - New  Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...  
			
		 
		
	
		
			
			 
			 
			
			 
			
			  - New Shaders and Materials systems to support PBR materials  
			
		 
		
	
		
			
			 
			 
			
			 
			
			  - Custom Android toolchain for APK building with simple Makefile  
			
		 
		
	
		
			
			 
			 
			
			 
			
			  - Complete review of raymath functionality (Matrix, Quaternion)  
			
		 
		
	
		
			
			 
			 
			
			 
			
			  - Custom Android APK build pipeline with simple Makefile  
			
		 
		
	
		
			
			 
			 
			
			 
			
			  - Complete review of rlgl layer functionality  
			
		 
		
	
		
			
			 
			 
			
			 
			
			  - Complete review of raymath functionality  
			
		 
		
	
		
			
			 
			 
			
			 
			
			
  
			
		 
		
	
		
			
			 
			 
			
			 
			
			detailed changes:  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[rlgl] RENAMED: rlglLoadTexture() to rlLoadTexture()  
			
		 
		
	
	
		
			
				
				
				
				
					
						 
					 
				
				 
			
			 
			
			@ -35,54 +35,60 @@ detailed changes:  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[rlgl] RENAMED: LoadDefaultShader() to LoadShaderDefault()  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[rlgl] RENAMED: LoadDefaultShaderLocations() to SetShaderDefaultLocations()  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[rlgl] RENAMED: UnloadDefaultShader() to UnLoadShaderDefault()  
			
		 
		
	
		
			
			 
			 
			
			 
			
			// Texture maps generation (PBR)  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[rlgl] ADDED: rlGenMapCubemap(Texture2D skyHDR, int size);              // Generate cubemap texture map from HDR texture   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[rlgl] ADDED: rlGenMapIrradiance(Texture2D cubemap, int size);          // Generate irradiance  texture map  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[rlgl] ADDED: rlGenMapPrefilter(Texture2D cubemap, int size);           // Generate prefilter  texture map  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[rlgl] ADDED: rlGenMapBRDF(Texture2D cubemap, int size);                // Generate BRDF texture map   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[core] ADDED: SetWindowTitle()   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[core] ADDED: GetExtension ()  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: SaveImageAs()    
			
		 
		
	
		
			
			 
			 
			
			 
			
			? [textures]  ADDED: DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4);       // Draw a gradient-filled rectangle with custom vertex colors  
			
		 
		
	
		
			
			 
			 
			
			 
			
			? [textures]  ADDED: DrawRectangleT(int posX, int posY, int width, int height, Color color);                       // Draw rectangle using text character  
			
		 
		
	
		
			
			 
			 
			
			 
			
			// Image generation functions  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenImageGradientV(int width, int height, Color top, Color bottom);                           // Generate image: vertical gradient   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenImageGradientH(int width, int height, Color left, Color right);                           // Generate image: horizont al gradient  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenImageGradientRadial(int width, int height, float density, Color inner, Color outer);      // Generate image: radi al gradient  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2);    // Generate image: checked   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenImageWhiteNoise(int width, int height, float factor);                                     // Generate image: white noise   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenImagePerlinNoise(int width, int height, float scale);                                     // Generate image: perlin  noise  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenImageCellular(int width, int height, int tileSize);                                       // Generate image: cellular algorithm. Bigger tileSize means bigger cells   
			
		 
		
	
		
			
			 
			 
			
			 
			
			// Texture maps generation (PBR)  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenTextureCubemap(Shader shader, Texture2D skyHDR, int size);       //  Generate cubemap texture from HDR texture  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenTextureIrradiance(Shader shader, Texture2D cubemap, int size);   //  Generate irradiance texture using cubemap data  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenTexturePrefilter(Shader shader, Texture2D cubemap, int size);    //  Generate prefilter texture using cubemap data  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenTextureBRDF(Shader shader, Texture2D cubemap, int size);         //  Generate BRDF texture using cubemap data  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] REMOVED: LoadMeshEx()  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] REMOVED: UpdateMesh()  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] REMOVED: LoadHeightmap()  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] REMOVED: LoadCubicmap()  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[rlgl] ADDED: rlGenMapCubemap(), Generate cubemap texture map from HDR texture  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[rlgl] ADDED: rlGenMapIrradiance(), Generate irradiance texture map   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[rlgl] ADDED: rlGenMapPrefilter(), Generate prefilter  texture map  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[rlgl] ADDED: rlGenMapBRDF(), Generate BRDF  texture map  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[core] ADDED: SetWindowTitle(), Set title for window (only PLATFORM_DESKTOP)   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[core] ADDED: GetExtension(), Get file extension   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[shapes] REMOVED: DrawRectangleGradient(), replaced by DrawRectangleGradientV() and DrawRectangleGradientH ()  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[shapes] ADDED: DrawRectangleGradientV(), Draw a vertical-gradient-filled rectangle   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[shapes] ADDED: DrawRectangleGradientH(), Draw a horizontal-gradient-filled rectangle  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[shapes] ADDED: DrawRectangleGradientEx(), Draw a gradient-filled rectangle with custom vertex colors  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[shapes] ADDED: DrawRectangleT(), Draw rectangle using text character  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: SaveImageAs(), Save image as PNG file   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenImageGradientV(), Generate image: vertic al gradient  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenImageGradientH(), Generate image: horizont al gradient  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenImageGradientRadial(), Generate image: radial gradient   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenImageChecked(), Generate image: checked   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenImageWhiteNoise(), Generate image: white  noise  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenImagePerlinNoise(), Generate image: perlin noise   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenImageCellular(), Generate image: cellular algorithm. Bigger tileSize means bigger cells  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenTextureCubemap(),  Generate cubemap texture from HDR texture  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenTextureIrradiance(),  Generate irradiance texture using cubemap data  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenTexturePrefilter(),  Generate prefilter texture using cubemap data  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[textures] ADDED: GenTextureBRDF(),  Generate BRDF texture using cubemap data  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] REMOVED: LoadMeshEx(), Mesh struct variables can be directly accessed   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] REMOVED: UpdateMesh(), very ineficient   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] REMOVED: LoadHeightmap(), use GenMeshHeightmap() and LoadModelFromMesh()   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] REMOVED: LoadCubicmap(), use GenMeshCubicmap() and LoadModelFromMesh()   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] RENAMED: LoadDefaultMaterial() to LoadMaterialDefault()  
			
		 
		
	
		
			
			 
			 
			
			 
			
			// Mesh generation functions  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshPlane()  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshCube()  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshSphere()  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshHemiSphere(float radius, int rings, int slices);                                      // Generate half-sphere mesh (no bottom cap)  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshCylinder(float radius, float height, int slices);                                     // Generate cylinder mesh  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshTorus(float radius, float size, int radSeg, int sides);                               // Generate torus mesh  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshKnot(float radius, float size, int radSeg, int sides);                                // Generate trefoil knot mesh  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshHeightmap(Image heightmap, Vector3 size);                                             // Generate heightmap mesh from image data  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);                                           // Generate cubes-based map mesh from image data  
			
		 
		
	
		
			
			 
			 
			
			 
			
			
  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[raymath] Reviewed full Matrix functionality  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[raymath] Renamed Vector3 functions for consistency  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshPlane(), Generate plane mesh (with subdivisions)  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshCube(), Generate cuboid mesh  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshSphere(), Generate sphere mesh (standard sphere)  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshHemiSphere(), Generate half-sphere mesh (no bottom cap)  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshCylinder(), Generate cylinder mesh  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshTorus(), Generate torus mesh  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshKnot(), Generate trefoil knot mesh  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshHeightmap(), Generate heightmap mesh from image data  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[models] ADDED: GenMeshCubicmap(), Generate cubes-based map mesh from image data  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[raymath] REVIEW: full Matrix functionality to align with GLM in usage  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[raymath] RENAME: Vector3 functions for consistency: Vector*() renamed to Vector3*()  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[build] Integrate Android APK building into examples Makefile  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[example] ADDED:   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[example] ADDED:   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[example] ADDED:   
			
		 
		
	
		
			
			 
			 
			
			 
			
			[build] Integrate Android APK building into templates Makefiles  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[build] Improved Visual Studio 2015 project, folders, references...  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[examples] Reviewed full collection to adapt to raylib changes  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[examples] [textures] ADDED: textures_image_generation  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[examples] [models] ADDED: models_mesh_generation  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[examples] [models] ADDED: models_material_pbr  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[examples] [models] ADDED: models_skybox  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[examples] [models] ADDED: models_yaw_pitch_roll  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[examples] [others] REVIEW: rlgl_standalone  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[examples] [others] REVIEW: audio_standalone  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[github] Moved raylib webpage to own repo: github.com/raysan5/raylib.com  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[games] Reviewed game: Koala Seasons  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[*] Updated STB libraries to latest version  
			
		 
		
	
		
			
			 
			 
			
			 
			
			[*] Multiple bugs corrected (check github issues)  
			
		 
		
	
		
			
			 
			 
			
			 
			
			
  
			
		 
		
	
		
			
			 
			 
			
			 
			
			-----------------------------------------------  
			
		 
		
	
		
			
			 
			 
			
			 
			
			Release:     raylib 1.7.0 (20 May 2017)