Vr simulator has been moved to core module and completely redesigned. Now user is in charge of stereo-render fbo and also in full control of distortion shader. Code is a bit more complex but better aligned with other raylib examples.
* Optimize DrawTexturePro and DrawRectanglePro transformations
- Add check so rotation is only applied if rotation != 0.0f.
- Replace matrix usage by calculating the vertex data directly.
* Fix error with windows build and trim whitespace
* Implement a load values from accessor function.
Added some more value types for the different GLTF attributes.
Fixed crash when loading animated triangle.
* Split GLTF model loading into separate functions for readability.
* Fixed the already working models that I broke when introducing GLTFReadValue.
Improved the example for gltf models to be able to switch between a few models.
* Removed license from screen. It is pu inside a license file anyway.
* Small improvements on the naming of functions
Removed (*model). and replaced it with model->
Some enums values have been renamed to be more consistent and also provide a more detailed description:
- ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION
- ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2
- MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO
- PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE