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			@ -73,12 +73,34 @@ Now raylib can easily deploy games to Android devices and Raspberry Pi (console | 
			
		
		
	
		
			
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			Lots of code changes and lot of testing have concluded in this amazing new raylib 1.2. | 
			
		
		
	
		
			
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			notes on raylib 1.3 | 
			
		
		
	
		
			
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			On September 2015, after 1 year of raylib 1.2 release, arrives raylib 1.3. This version adds shaders functionality, | 
			
		
		
	
		
			
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			improves textures module and provides some new modules (camera system, gestures system, IMGUI). | 
			
		
		
	
		
			
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			Shaders, the biggest addition to raylib, with support for simple and easy shaders loading and use. Loaded shaders can be | 
			
		
		
	
		
			
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			assigned to models or used as fullscreen postrocessing shaders. | 
			
		
		
	
		
			
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			Textures module has been improved to support most of the internal texture formats available in OpenGL | 
			
		
		
	
		
			
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			(RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT). | 
			
		
		
	
		
			
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			New camera module offers the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, third person), | 
			
		
		
	
		
			
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			very easy to use, just calling functions: SetCameraMode() and UpdateCamera(). | 
			
		
		
	
		
			
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			New gestures module simplifies getures detection on Android and HTML5 programs. | 
			
		
		
	
		
			
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			New IMGUI (Immediate Mode GUI) module: raygui, offers a set of functions to create simple user interfaces, | 
			
		
		
	
		
			
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			primary intended for tools development, still in experimental state but already fully functional. | 
			
		
		
	
		
			
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			Lots of code changes and lot of testing have concluded in this amazing new raylib 1.3. | 
			
		
		
	
		
			
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			features | 
			
		
		
	
		
			
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			-------- | 
			
		
		
	
		
			
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			   *  Written in plain C code (C99) | 
			
		
		
	
		
			
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			   *  Uses C# PascalCase/camelCase notation | 
			
		
		
	
		
			
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			   *  Hardware accelerated with OpenGL (1.1, 3.3+ or ES2) | 
			
		
		
	
		
			
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			   *  Hardware accelerated with OpenGL (1.1, 3.3 or ES2) | 
			
		
		
	
		
			
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			   *  Unique OpenGL abstraction layer [rlgl] | 
			
		
		
	
		
			
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			   *  Powerful fonts module with SpriteFonts support | 
			
		
		
	
		
			
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			   *  Multiple textures support, including DDS, PKM and mipmaps generation | 
			
		
		
	
	
		
			
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			@ -247,9 +269,16 @@ acknowledgments | 
			
		
		
	
		
			
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			The following people have contributed in some way to make raylib project a reality. Big thanks to them! | 
			
		
		
	
		
			
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			 - [Zopokx](https://github.com/Zopokx) for testing and hosting the web. | 
			
		
		
	
		
			
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			 - [Zopokx](https://github.com/Zopokx) for testing the web. | 
			
		
		
	
		
			
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			 - [Elendow](http://www.elendow.com) for testing and helping on web development. | 
			
		
		
	
		
			
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			 - Victor Dual for implementation and testing of 3D shapes functions. | 
			
		
		
	
		
			
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			 - Marc Palau for implementation and testing of 3D shapes functions. | 
			
		
		
	
		
			
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			 - Victor Dual for implementating and testing of 3D shapes functions. | 
			
		
		
	
		
			
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			 - Marc Palau for implementating and testing of 3D shapes functions and helping on development of camera and getures modules. | 
			
		
		
	
		
			
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			 - Kevin Gato for improving texture internal formats support and helping on raygui development.  | 
			
		
		
	
		
			
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			 - Daniel Nicolas for improving texture internal formats support and helping on raygui development.  | 
			
		
		
	
		
			
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			 - Marc Agüera for testing and using raylib on a real product (Koala Seasons) | 
			
		
		
	
		
			
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			 - Daniel Moreno for testing and using raylib on a real product (Koala Seasons) | 
			
		
		
	
		
			
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			 - Daniel Gomez for testing and using raylib on a real product (Koala Seasons) | 
			
		
		
	
		
			
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			 - Sergio Martinez for helping on raygui development and tools development. | 
			
		
		
	
		
			
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			[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San" |