@ -7,16 +7,16 @@ Current Release: raylib 1.8.0 (Oct 2017)
Release: raylib 1.8.0 (Oct 2017)
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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)
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Release: raylib 1.7.0 (20 May 2017)