Ray
374e3e7e11
Updated to raylib 1.5
9 anni fa
Ray
904ef0d4be
Adjust to standard example screen size
9 anni fa
Ray
2d90cc59b6
Update distortion.fs
9 anni fa
Ray
5576dea00b
Rename raylib_rlgl_standalone.c to rlgl_standalone.c
9 anni fa
raysan5
b79ede4edb
Added distortion shader to render
9 anni fa
Ray
79a6235811
Stereo rendering test
Trying to simulate Oculus Rift CV1 rendering without the device... for
Debug pourposes.
9 anni fa
Ray
c99fc5108e
Update screenshot
9 anni fa
Ray
ee795150fa
Updated some code
9 anni fa
raysan5
5631f822bd
Reorganized device init/close
9 anni fa
raysan5
b574e105dd
Basic raylib Oculus Rift template for reference
Not functional yet...
9 anni fa
raysan5
501ef80bed
Updated camera 2d example
9 anni fa
Ray
e2173922f0
Update eye render pose with layer data
9 anni fa
raysan5
4bc339ea4e
Updated Oculus sample
9 anni fa
raysan5
8f91ed81c5
Updated Oculus sample to Oculus SDK 1.4
Still working on the sample but almost finished. Some rlgl internals
redesign required and it will be ready!
9 anni fa
raysan5
d17a0cee1a
Review text formatting (spacing, tabs...)
9 anni fa
raysan5
302ec438dd
Removed colTint, tint color is colDiffuse
Tint color could be applied to colDiffuse... but what's the best way?
Replace it? Multiply by? A point to think about...
9 anni fa
raysan5
cac2a66deb
Improved library consistency
Functions renamed to improve library consistency
9 anni fa
Ray
caa7bc366b
Reviewed DrawLight() function and some tweaks
9 anni fa
victorfisac
11cf455fe0
Standard Lighting (3/3)
- Added normal and specular maps to standard shader.
- Added full tint attribute to standard shader and material data type.
- Changed point light attenuation to radius.
9 anni fa
victorfisac
0ff26f527f
Added normal and specular maps logic to standard...
...shader and updated example.
9 anni fa
victorfisac
5c32cf2095
Add 'dwarf' model normal and specular maps to resources folder
9 anni fa
victorfisac
ae2d0d4cd8
Delete old example mesh resource file
9 anni fa
raysan5
ea5b00528b
Improved render to texture
Support render texture size different than screen size
9 anni fa
raysan5
48374c85dd
Some tweaks
It seems there are some problems with DrawLights()
9 anni fa
victorfisac
dcd6942ed1
Fix small bug and spacing
9 anni fa
victorfisac
c320a21f2b
Add standard lighting (2/3)
- 3 light types added (point, directional, spot).
- DrawLights() function added using line shapes.
- Standard lighting example added.
- Removed useless struct variables from material and light.
- Fixed light attributes dynamic locations errors.
- Standard vertex and fragment shaders temporally added until rewrite it
as char pointers in rlgl.
TODO:
- Add normal and specular maps calculations in standard shader.
- Add control structs to handle which attributes needs to be calculated
(textures, specular...).
- Adapt standard shader to version 110.
- Rewrite standard shader as char pointers in rlgl.
9 anni fa
victorfisac
80eb4f3f50
Remove deprecated phong lighting shaders and example
9 anni fa
Gordon McShane
c0983f3400
fix example
- fix gamepad axis query in example broken by db4585b Improved gamepad support
9 anni fa
raysan5
c9e30f7754
Review struct typedef to avoid pointers for users
9 anni fa
raysan5
bc08271da3
Updated shaders with comments
9 anni fa
Ray
0e29aa2951
Corrected function name
texture2D() is deprecated on GLSL 330
9 anni fa
Chris Hemingway
b62bbb78ed
Fix building examples on OSX
9 anni fa
raysan5
29761c2519
Testing new material usage
9 anni fa
raysan5
ba60918eaa
Updated Oculus sample
Now GLFW3 windows/context creation works ok and a sample red rectangle
has been drawn using rlgl. Next step is working in tracking
position/orientation maths and try to get a simple 3d scene...
9 anni fa
raysan5
fd67e31f63
Renamed function for consistency
9 anni fa
raysan5
cc39b4660a
New oculus sample to test...
9 anni fa
raysan5
173529e048
Oculus SDK 1.3 + GLFW3 sample -NOT WORKING-
10 anni fa
raysan5
17eefed08f
Improved gestures system
10 anni fa
raysan5
c8a30b262d
Updated gestures example
10 anni fa
raysan5
cde2c1aa6d
Added depth drawing shader
NOTE: It requires a depth texture as input, it should be configured on
rlgl, by default RenderTexture (fbo) uses Depth Renderbuffer instead of
Depth Texture. Check rlglLoadRenderTexture()
10 anni fa
raysan5
aa22d97983
Simplified texture flip and added comments
10 anni fa
raysan5
4b51248372
Review shader and add comments
10 anni fa
raysan5
1d545449bb
Reviewed shaders and added comments
10 anni fa
LelixSuper
f2f4079411
Remove recipes of GLEW from Makefile (not used any more)
10 anni fa
LelixSuper
565b1089bd
Remove duplicate code
10 anni fa
raysan5
06a8d7eb06
Remove old postprocessing system
10 anni fa
raysan5
108055cd62
Updated example to new render to texture system
10 anni fa
raysan5
66b096d978
Added support for render to texture (use RenderTexture2D)
Now it's possible to render to texture, old postprocessing system will
be removed on next raylib version.
10 anni fa
raysan5
ee9bf76ae9
Remove old screenshot
10 anni fa
raysan5
a3f16c8459
Improved 2d camera system -IN PROGRESS-
10 anni fa