The initial mouse delta is often very large, depending on where the
cursor was before the window opened. This is because the first mouse
delta is the x/y coordinates your cursor entered the screen from. This
can (and often does) cause the free camera to make a sudden jump when
its moved for the first time.
The solution to this is to initialize the previousPosition and the
currentPosition to the same value on the first mouse input, essentially
ignoring the first mouse delta.
* Add implementation for CORE.Window.eventWaiting on PLATFORM_DESKTOP_SDL
* Optimize GetFrameTime() reset
* Optimize FLAG_WINDOW_ALWAYS_RUN and GetFrameTime() reset for PLATFORM_DESKTOP_GLFW
* Enable FLAG_WINDOW_ALWAYS_RUN by default on PLATFORM_DESKTOP_GLFW
* Revert enabling FLAG_WINDOW_ALWAYS_RUN by default on PLATFORM_DESKTOP_GLFW
* Add implementation for FLAG_WINDOW_ALWAYS_RUN on PLATFORM_DESKTOP_SDL
* Add reset for GetFrameTime()
* Update rmodels.c
resolves segfault with missing bone weights or bone IDs
* Update rmodels.c segfault with animation and missing normals/animnormals
* correct place.
This fixes an incomplete framebuffer issue due to the use of a texture format not supported in ES 3.
This commit also adds more information on how to manage deferred rendering.
- Updating bones only once instead for each mesh.
- Updating only one `model.meshes[].boneMatrices` and then using deep copy for other meshes instead of calculating for each bone in each mesh.
**Other points:**
- Makes it a clean base/template/reference for bone updation functions. Because if using this as template then some calculations done in one mesh can affect bones in other mesh in next iteration(doubles the effect in for next mesh).
Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
* updated raylib-lua version
* Updated some bindings
* removed 404 bindings
* adding my bindings project to the list
* Adding a related project
* fixing the license foi ReiLua