Ray San
836c1636a2
Remove lighting system from rlgl standalone header
8 年之前
Ray
f164ec80d6
Upload wave collector - GGJ17 game
8 年之前
raysan5
852f3d4fd0
Review comments and formatting
8 年之前
Ray
f1bcfc1352
Corrected bug on GenTextureMipmaps()
texture.mipmaps value needs to be updated, so, texture must be passed by
reference instead of by value
9 年之前
raysan5
bee283b12b
Some tweaks around
9 年之前
raysan5
6d1b712a96
Reviewed modules comments
9 年之前
raysan5
9d3ad52160
Removed byte typedef
9 年之前
raysan5
988d39029f
Support textures filtering
9 年之前
raysan5
4ff98f34bb
Function to set texture parameters -IN PROGRESS-
9 年之前
raysan5
d5e0f4e84e
Added notes on vr tracking -> camera update
9 年之前
raysan5
5fecf5c088
Review UpdateVrTracking() and rlglLoadRenderTexture()
9 年之前
raysan5
36f20376e6
Redesigned lighting shader system
9 年之前
raysan5
959a228815
Removed useless spacing
9 年之前
raysan5
16ac468bdb
Remove functions from user exposure
9 年之前
raysan5
5ff9811ea8
Some code tweaks
9 年之前
raysan5
55b9a2479a
Expose Oculus Rift functionality directly
9 年之前
raysan5
bfb5ffedda
Added rlgl standalone sample
9 年之前
raysan5
7cefbd8a94
Updated lighting system...
...to avoid dynamic conditions on for loop (lightsCount) on standard
shader, it seems GLSL 100 doesn't support that feature... on some GPUs
like RaspberryPi...
9 年之前
Ray
bc80174357
VR Functions renaming (for generic HMD device)
Stereo rendering has been moved again to Begin3dMode() and End3dMode(),
it has some limitations but makes more sense...
9 年之前
Ray
ee72654b55
Redesigned stereo rendering mechanism
Now it's easier for the user! Just init Oculus device and get stereo
rendering!
9 年之前
raysan5
9127b5a57d
Enable/Disable VR experience
9 年之前
raysan5
8652e644dd
Corrected bug on stereo rendering
9 年之前
raysan5
71ab202295
Removed rlglInitGraphics(), integrated into rlglInit()
Redesigned rlgl usage:
- rlViewport() must be called by user
- Internal projection/modelview matrices must be setup by user
9 年之前
raysan5
03d9583b94
Add oculus simulator (in case device is not detected)
9 年之前
Ray
6062201e8f
Simplify Oculus example...
...to align it with standard raylib code. Final goal would be having the
same code work for every platform with no changes...
9 年之前
raysan5
b01f5ff6a7
Starting work on VR simulator support
If Oculus device is not available or not initialized correctly,
simulated VR view is generated using stereo-rendering and distortion
9 年之前
Ray
24c9b1f717
Improving Oculus Rift example...
Under design... looking for the easiest and most comprehensive way for
the user to use VR...
9 年之前
Ray
4df7a0f2f8
Added support for OpenGL 2.1
9 年之前
raysan5
3ce0228206
Move Oculus Rift support to rlgl module
9 年之前
raysan5
c25b4cdc69
Move OpenGL extensions loading to rlgl
9 年之前
Ray
ee795150fa
Updated some code
9 年之前
raysan5
0bc71d84f8
Added functions to customize internal matrix
Internal modelview and projection matrices can be replaced before
drawing.
9 年之前
Ray
17878550b1
Review heades usage
This is a first step toward a bigger project. Some modules could be
ported to header-only to be used as standalone.
9 年之前
raysan5
d17a0cee1a
Review text formatting (spacing, tabs...)
9 年之前
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 年之前
raysan5
cac2a66deb
Improved library consistency
Functions renamed to improve library consistency
9 年之前
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 年之前
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 年之前
victorfisac
2e26ce235d
Add Draw3DCircle function and update raylib and rlgl header
Draw3DCircle is useful to draw point lights radius.
9 年之前
raysan5
ea5b00528b
Improved render to texture
Support render texture size different than screen size
9 年之前
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 年之前
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 年之前
raysan5
dcf5f45f68
Add lighting system -IN PROGRESS-
Improved materials
9 年之前
raysan5
7d1d9ff143
Support DYNAMIC_DRAW mesh loading
9 年之前
raysan5
037edbaa13
Reorganize data for consistency
9 年之前
raysan5
075f51e0a3
Simplified internal (default) dynamic buffers
9 年之前
raysan5
4d78d27bd9
Updated structs Mesh and Shader
9 年之前
raysan5
7ab008878a
Library redesign to accomodate materials system
9 年之前
raysan5
8301980ba8
Clean up and consistency review
- Renamed some functions for consistency (default buffers)
- Removed mystrdup() function (implemented inline)
- Renamed TextFileRead() to ReadTextFile()
9 年之前
raysan5
06a8d7eb06
Remove old postprocessing system
9 年之前