I’m working hard on raylib but my resources are quite limited.
- If you enjoy raylib and want to help / contribute, please, let me know.
-
-
The following help is highly appreciated:
-
-
- C programming - Can you write / review / test / improve the code?
-
- Documentation / Tutorials writters - Can you write some tutorial?
-
- Linux, OSX, consoles... - Can you compile and test raylib on another system?
-
- Testers of current features - Can you find some bug on raylib?
-
- Web Development - Can you help with the web?
-
-
If you can not help on any of the above points but you still want to contribute...
+
+
I’m working hard on raylib but my resources are quite limited.
+ If you enjoy raylib and want to help / contribute, please, let me know.
+
+
The following help is highly appreciated:
+
+
- C programming - Can you write / review / test / improve the code?
+
- Documentation / Tutorials writters - Can you write some tutorial?
+
- Linux, OSX, consoles... - Can you compile and test raylib on another system?
+
- Testers of current features - Can you find some bug on raylib?
+
- Web Development - Can you help with the web?
+
+
If you can not help on any of the above points but you still want to contribute...
please, consider helping with a small donation or contributing with raylib patreon.
It will really motivate to continue improving this project.
- raylib is a simple and easy-to-use library to learn videogames programming.
+
+ raylib is a simple and easy-to-use library to learn videogames programming.
-
raylib is highly inspired by Borland BGI graphics lib and by XNA framework. Allegro and SDL have also been analyzed for reference.
-
+
raylib is highly inspired by Borland BGI graphics lib and by XNA framework. Allegro and SDL have also been analyzed for reference.
+
NOTE for ADVENTURERS: raylib is a programming library to learn videogames programming; no fancy interface, no visual helpers, no auto-debugging... just coding in the most pure spartan-programmers way. Are you ready to learn? Jump to code examples!.
- some raylib features
-
-
- - Written in plain C code (C99)
- - Uses PascalCase/camelCase notation
- - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
- - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
- - Powerful fonts module with SpriteFonts support (XNA fonts, AngelCode fonts, TTF)
- - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
- - Basic 3d support for Geometrics, Models, Heightmaps and Billboards
+ some raylib features
+
+
+ - Written in plain C code (C99)
+ - Uses PascalCase/camelCase notation
+ - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
+ - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
+ - Powerful fonts module with SpriteFonts support (XNA fonts, AngelCode fonts, TTF)
+ - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
+ - Basic 3d support for Geometrics, Models, Heightmaps and Billboards
- Materials (diffuse, normal, specular) and Lighting (point, directional, spot)
- Shaders support, including Model shaders and Postprocessing shaders
- - Powerful math module for Vector and Matrix operations: [raymath]
- - Audio loading and playing with streaming support (WAV, OGG, FLAC, XM, MOD)
+ - Powerful math module for Vector and Matrix operations: [raymath]
+ - Audio loading and playing with streaming support (WAV, OGG, FLAC, XM, MOD)
- VR stereo rendering support with configurable HMD device parameters
- Multiplatform support: Android, Raspberry Pi, HTML5, Oculus Rift CV1
- Custom color palette for fancy visuals on raywhite background
- Minimal external dependencies (GLFW3, OpenGL, OpenAL)
- Complete binding to Lua: [rlua]
-
raylib is licensed under an unmodified zlib/libpng license, which is an
- OSI-certified, BSD-like license that allows static linking with closed
- source software. It is reproduced in its entirety below.
-
-
-
Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
-
This software is provided "as-is", without any express or implied warranty. In no event
- will the authors be held liable for any damages arising from the use of this software.
-
Permission is granted to anyone to use this software for any purpose, including commercial
- applications, and to alter it and redistribute it freely, subject to the following restrictions:
-
1. The origin of this software must not be misrepresented; you must not claim that you
- wrote the original software. If you use this software in a product, an acknowledgment
- in the product documentation would be appreciated but is not required.
-
2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
-
3. This notice may not be removed or altered from any source distribution.
-
-
-
+
+ license
+
+
raylib is licensed under an unmodified zlib/libpng license, which is an
+ OSI-certified, BSD-like license that allows static linking with closed
+ source software. It is reproduced in its entirety below.
+
+
+
Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
+
This software is provided "as-is", without any express or implied warranty. In no event
+ will the authors be held liable for any damages arising from the use of this software.
+
Permission is granted to anyone to use this software for any purpose, including commercial
+ applications, and to alter it and redistribute it freely, subject to the following restrictions:
+
1. The origin of this software must not be misrepresented; you must not claim that you
+ wrote the original software. If you use this software in a product, an acknowledgment
+ in the product documentation would be appreciated but is not required.
+
2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+
3. This notice may not be removed or altered from any source distribution.
+
+
+
-
+
-
+
-
-
-
+ ga('send', 'pageview');
+
+
\ No newline at end of file
diff --git a/src/audio.c b/src/audio.c
index 5a5b008f2..adbe4f4fd 100644
--- a/src/audio.c
+++ b/src/audio.c
@@ -859,7 +859,7 @@ void SetMusicPitch(Music music, float pitch)
// Set music loop count (loop repeats)
// NOTE: If set to -1, means infinite loop
-void SetMusicLoopCount(Music music, float count);
+void SetMusicLoopCount(Music music, float count)
{
music->loopCount = count;
}
diff --git a/src/audio.h b/src/audio.h
index 6f0c235a5..05ba1a1df 100644
--- a/src/audio.h
+++ b/src/audio.h
@@ -109,6 +109,7 @@ extern "C" { // Prevents name mangling of functions
void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context
bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
+void SetMasterVolume(float volume); // Set master volume (listener)
Wave LoadWave(const char *fileName); // Load wave data from file
Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
@@ -138,6 +139,7 @@ void ResumeMusicStream(Music music); // Resume playin
bool IsMusicPlaying(Music music); // Check if music is playing
void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
+void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats)
float GetMusicTimeLength(Music music); // Get music time length (in seconds)
float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
diff --git a/src/rlgl.h b/src/rlgl.h
index 9cee39ccc..41f671e6e 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -251,25 +251,6 @@ typedef unsigned char byte;
float fovy; // Camera field-of-view apperture in Y (degrees)
} Camera;
- // Light type
- typedef struct LightData {
- unsigned int id; // Light unique id
- bool enabled; // Light enabled
- int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
-
- Vector3 position; // Light position
- Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
- float radius; // Light attenuation radius light intensity reduced with distance (world distance)
-
- Color diffuse; // Light diffuse color
- float intensity; // Light intensity level
-
- float coneAngle; // Light cone max angle: LIGHT_SPOT
- } LightData, *Light;
-
- // Light types
- typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
-
// Texture parameters: filter mode
// NOTE 1: Filtering considers mipmaps if available in the texture
// NOTE 2: Filter is accordingly set for minification and magnification
@@ -415,9 +396,6 @@ void EndShaderMode(void); // End custo
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
-Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
-void DestroyLight(Light light); // Destroy a light and take it out of the list
-
void TraceLog(int msgType, const char *text, ...);
float *MatrixToFloat(Matrix mat);