raysan5
897179a06c
Corrected some issues on OpenGL 1.1
9 år sedan
raysan5
d17a0cee1a
Review text formatting (spacing, tabs...)
9 år sedan
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 år sedan
raysan5
cac2a66deb
Improved library consistency
Functions renamed to improve library consistency
9 år sedan
Ray
caa7bc366b
Reviewed DrawLight() function and some tweaks
9 år sedan
victorfisac
b0a0c5d431
Added tint color attribute to material data type
It tints all fragments, ignores lighting. Useful for some features like
feedback (damage color, ...).
9 år sedan
victorfisac
f2d61d4043
Remove normal depth
Scaling normal depth (y axis) makes disappear the specular of
fragments... So I think it can be removed, it is not a very
useful/important attribute.
9 år sedan
victorfisac
64f6c74c9a
Add normal and specular maps to draw model process
9 år sedan
raysan5
ea5b00528b
Improved render to texture
Support render texture size different than screen size
9 år sedan
raysan5
d53b6f4381
Renamed shader variables (more generic names)
Now shader maps use a generic naming convention for any kind of texture
maps (not only diffuse, normal or specular). Useful for custom shaders.
9 år sedan
victorfisac
dcd6942ed1
Fix small bug and spacing
9 år sedan
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 år sedan
victorfisac
30c8058fca
Add standard lighting (1/3)
- Ambient and lambert lighting added.
- Ambient and diffuse colors linked to standard shader.
- Single light linked to standard shader.
- LoadStandardMaterial() and depending functions added.
9 år sedan
raysan5
6dac1efefe
Comented buggy code to avoid problems...
...on model drawing
9 år sedan
raysan5
dcf5f45f68
Add lighting system -IN PROGRESS-
Improved materials
9 år sedan
raysan5
7d1d9ff143
Support DYNAMIC_DRAW mesh loading
9 år sedan
raysan5
8bbbe8cd76
Corrected namings
9 år sedan
raysan5
037edbaa13
Reorganize data for consistency
9 år sedan
raysan5
075f51e0a3
Simplified internal (default) dynamic buffers
9 år sedan
raysan5
6acfda599e
Support indexed mesh data on OpenGL 1.1 path
Keep asking myself why I maintain this rendering path... -___-
9 år sedan
raysan5
1ddf594d15
Added support for indexed mesh data
9 år sedan
Ray
c85cd29049
Added defines for default shader names
9 år sedan
Ray
f7d4951165
Improved vertex attribs support for models
9 år sedan
raysan5
0bcb873cbb
Improved mesh support
Depending on mesh data, it can be loaded and default vertex attribute
location points are set, including colors, tangents and texcoords2
9 år sedan
raysan5
eeb151586f
Corrected issues with OpenGL 1.1 backend
9 år sedan
raysan5
7ab008878a
Library redesign to accomodate materials system
9 år sedan
raysan5
8301980ba8
Clean up and consistency review
- Renamed some functions for consistency (default buffers)
- Removed mystrdup() function (implemented inline)
- Renamed TextFileRead() to ReadTextFile()
9 år sedan
Ray
2646ed0393
Removed debug functions
9 år sedan
Ray
0e6d1cb272
Working on materials system...
9 år sedan
Ray
1fb874cdc5
Check for WebGL/Webkit extensions
Improve DXT-ETC1 support on HTML5
9 år sedan
raysan5
2e5d898443
Corrected bug with old FBO struct
9 år sedan
raysan5
284eaf1576
Use Depth Texture on OpenGL 3.3
9 år sedan
raysan5
aa22d97983
Simplified texture flip and added comments
9 år sedan
raysan5
0133917bf9
Correct detail
9 år sedan
Ray
b6cec214bd
Unified internal shader to only one
Only defaultShader required, set default value for vertex color
attribute if not enabled and fragColor uniform
9 år sedan
raysan5
a66c8531d6
Some code simplifications
9 år sedan
raysan5
06a8d7eb06
Remove old postprocessing system
9 år sedan
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.
9 år sedan
raysan5
956a6e6f77
Corrected bug and comments on model unloading
9 år sedan
raysan5
ebc2b9a286
Improved windows resizing system...
...despite not being enabled on GLFW3
9 år sedan
raysan5
5e45c3c824
Redesign to work as standalone
Redesigned to work as standalone and support fordward-compatible context
(shaders review)
9 år sedan
Ray
e2ba22ec59
Improved 2D-3D drawing
Depth test disabled for 2D and only used on 3D; consequently LINES vs
TRIANGLES vs QUADS buffers drawing order maters... but blending also
works ok.
9 år sedan
raysan5
c9d22c7a14
Redesign to use Material type -IN PROGRESS-
Requires Shader access functions review
9 år sedan
raysan5
4476a9e241
Review rlglUnproject() system
9 år sedan
raysan5
04caf1c262
Corrected memory leak
9 år sedan
Ray
0dfc7fffff
Removed a couple of TODOs
9 år sedan
raysan5
823abf666e
Reviewed code TODOs
9 år sedan
raysan5
fca83c9ff8
Solve bug on matrix multiply order for scale and rotation
9 år sedan
Ray
2ef9552454
WARNING message shortened
9 år sedan
Ray
646f1c3f71
Some formating tweaks
9 år sedan