Commit Graph

379 Commits

Author SHA1 Message Date
raysan5 9e7ca41f58 Remove trailing spaces 2021-06-30 16:39:07 +02:00
raysan5 5f03201616 Minor tweaks 2021-06-26 22:43:20 +02:00
Ray 89708edf7f REVIEWED: Latest PR to follow raylib code conventions 2021-06-26 13:45:15 +02:00
Hristo Stamenov 71700254b4 Major revamp gltf (#1849)
* Added my own model and license to Raylib exclusively created by me and provided for use in the examples (and other projects if anyone decides to)

* Use animation vertices on initial load if possible.

* Added girl model to model example

* Revamped GLTF model loading as it was wrong by default. Also updated some comments.

GLTF models were loaded only by mesh but they should be loaded recursively by hierarchical nodes because tehre are some static node transformations that are to be applied to the vertices. It also resulted in more meshes being included in some models.

It is the correct way of loading GLTF and what is suggested in the official examples.

Currenlty limiting to only one scene but more can be included later.

* Refactored the new names and structure of extracted functions.

* Safer and easier read value.

* Made reading easier for accessor->bufferView->buffer in GLTF.

Now there is no need to check for supported types or anything.

* Correct inclusion of limits.h in the cases of MSVC based compilers vs the world

* Removed weird example file
2021-06-26 13:22:00 +02:00
Sirvoid 1a420b77e3 Fixed: Binding vertex position twice (#1835) 2021-06-17 15:42:37 +02:00
Ray 68e408474d Renamed SUPPORT_MOUSE_CURSOR_NATIVE -> SUPPORT_MOUSE_CURSOR_POINT 2021-06-17 11:17:39 +02:00
Ray 4decbb2586 RENAMED: MeshTangents() -> GenMeshTangents()
RENAMED: MeshBinormals() -> GenMeshBinormals()
2021-06-17 00:04:24 +02:00
Ray 4b93feb172 Remove trail spaces 2021-06-13 17:08:30 +02:00
Ray b188008a1c Review code formatting 2021-06-10 18:00:44 +02:00
Ray 7bc2e922c9 Review some comments 2021-06-10 17:49:55 +02:00
Ray 76a907bb79 Remove tabs 2021-06-08 21:01:17 +02:00
raysan5 e95d8bc655 Minor format tweaks 2021-06-05 12:33:05 +02:00
Ray 121c689b78 Review code formatting 2021-06-03 20:25:28 +02:00
Crydsch edeaff4bd4 Better collisions (#1803)
* review collisions ray-box and ray-sphere

* Applied raysan's refactor
Improved GetRayCollisionBox

* Replace GetRayCollisionGround with GetCollisionQuad

* Update example core_3d_picking

* Update example models_loading

* Fixed issues after merge

* remove debug stuff

Co-authored-by: Cry dsch <chris.obo@gmx.net>
2021-06-03 20:15:27 +02:00
Ray 1c5de9721a WARNING: BREAKING: RENAMED: RayHitInfo to RayCollision #1781
- RENAMED: RayHitInfo to RayCollision
- RENAMED/REDESIGNED: Multiple Ray collision functions to be more consistent and return RayCollision data -WIP-
2021-05-31 11:41:56 +02:00
Ray 0369ec9adf Some code tweaks 2021-05-30 11:50:32 +02:00
Ray c828e481fb Review code format 2021-05-29 13:56:08 +02:00
Hristo Stamenov 470574517a Implement vertex color attribute for GLTF and IQM (#1790)
Added a simple cube with vertex colors for testing both.
2021-05-26 20:23:13 +02:00
Ray 03710c9d8e Some code tweaks for consistency 2021-05-22 16:54:04 +02:00
Ray f33cec64aa Use output->boneCount instead of nodes_count 2021-05-20 19:25:09 +02:00
Ray e401d5c48e WARNING: RENAMED: MeshBoundingBox() -> GetMeshBoundingBox()
Renamed for consistency with other function in raylib.
2021-05-20 19:24:28 +02:00
Guillaume DEVOILLE b90ac7bd31 Fixed over-allocation of buffer (#1772)
output->framePoses[frame] is over-allocated.
framePoses is a 2D array:
- first dimension: frames (allocated l. 4717)
- second dimension: nodes (allocated l. 4731)
Second dimension should be allocated of nodes_count transformations only.
2021-05-15 00:41:33 +02:00
Ray 232378ed2d Merge branch 'master' of https://github.com/raysan5/raylib 2021-05-14 14:01:51 +02:00
Ray 3baba7ffe8 Review some VS warnings and messages 2021-05-14 14:01:42 +02:00
Guillaume DEVOILLE 45b0dc63cd Fixed GLTF boneWeights uint32 loading (#1768)
boneWeights uint32 were loaded in normals instead of boneWeights.
2021-05-13 13:58:51 +02:00
Ray 6bd63de8d0 Reviewed latest PR
REMOVED: DrawBillboardEx()
2021-05-11 01:02:53 +02:00
nobytesgiven ac204a11f7 Redesigned billboards - added rotation/pro functions (#1759)
* Redesigned billboards - added rotation/pro functions

* updated parameters

Co-authored-by: nobytesgiven <nobytesigiven@github.com>
2021-05-11 00:55:43 +02:00
Ray a44815e939 REMOVED: GenMeshDefault() 2021-04-26 00:36:13 +02:00
Ray 1e65817d05 Update models.c 2021-04-20 12:19:04 +02:00
Ray bb743e8c6e ADDED: UpdateMeshBuffer() 2021-04-20 12:16:16 +02:00
nathants 1c45a882f7 use bone weights for animation (#1728) 2021-04-19 18:26:40 +02:00
Ray 581bd0eb02 Remove trailing spaces 2021-04-18 23:50:32 +02:00
Ray d289085ce3 Reviewed DrawLine3D() limits #1721 2021-04-13 01:08:39 +02:00
Ray 06f16f199a REVIEWED: DrawLine3D() #1721
Increased batch limit check to compensate internal buffers alignment for lines drawing
2021-04-13 00:05:21 +02:00
Jon c74230a9ea Enable DRM platform cross compilation support (#1717)
* Log a warning if chdir failed, use agnostic CHDIR instead of chdir

* Only include libdrm directory explicitly when not cross compiling
2021-04-09 19:57:14 +02:00
raysan5 7b37caa96c REVIEWED: Model scale #1700 2021-04-05 13:47:52 +02:00
raysan5 c21baf0d92 ADDED: GenMeshDefault() #1556 2021-04-02 15:56:35 +02:00
raysan5 aed0fee2ca Remove trailing spaces 2021-04-01 20:24:33 +02:00
raysan5 cdc3754449 ADDED: Support model normal matrix location #1691 2021-03-31 20:44:16 +02:00
raysan5 c772de702b REVIEWED: DrawMeshInstanced() matrix computations
Simplified some parts and reviewed for a correct computation of matrices, considering stereo render view/projection per eye transformations
2021-03-31 19:59:23 +02:00
raysan5 fd3e2fda00 RENAMED: example: shaders_mesh_instancing
shaders_rlgl_mesh_instanced -> shaders_mesh_instancing
2021-03-31 18:40:04 +02:00
raysan5 8f1d81df0f Review code formatting 2021-03-31 17:55:46 +02:00
raysan5 b5aaf33058 Review matrix multiplication 2021-03-28 22:04:04 +02:00
raysan5 aaf0d8b839 REVIEWED: rlgl: Stereo render is working again
As a bonus, stereo render is compatible with mesh instancing now!
2021-03-28 21:35:58 +02:00
Carlos Hernandez Barbera 7eaeffc8d9 GetCollisionRayMesh makes use of triangle count (#1688)
Co-authored-by: Carlos Hernandez Barbera <carloshdezbarbera@gmail.com>
2021-03-27 18:24:39 +01:00
Ray f9bab14fdb REVIEWED: DrawMeshInstanced() 2021-03-26 00:12:29 +01:00
Ray fb9a437f8a REVIEWED: OpenGL 1.1 working again 2021-03-25 20:35:48 +01:00
Ray cba412cc31 WARNING: BREAKING: rlgl redesign -WIP-
rlgl module has been completely redesigned to move Mesh/Material structures to [models] module. Still some work to do, broken elements:
 - [models] OpenGL 1.1 mesh rendering: DrawMesh()
 - [models] Mesh Instancing: DrawMeshInstanced()
 - [models] Stereo rendering: DrawMesh()
 - [models] GL_FLOAT, GL_UNSIGNED_INT exposed
 - [models] GenMeshCustom()
 - [rlgl] GenTexture*() functions removal?
2021-03-25 14:28:12 +01:00
Ray 9bea64b5e4 REMOVED: DrawGizmo()
This is a very simple and specific implementation that should be better addressed by the users
2021-03-24 17:02:40 +01:00
Jeffery Myers c6dd41495b typecast warning fixes. (#1667)
Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
2021-03-22 20:45:46 +01:00