Commit Graph

395 Commits

Author SHA1 Message Date
630Studios 092435d51c [Models] Fix for issue #1809 (#1917)
* GenMeshTangents Fix

* GenMeshTangents Fix - Comment Update

* GenMeshTangents Fix - Comment Update final

* Code Style Changes

* Code Style Changes Final

* Code Style Changes Final 2

* GenMeshTangents better handling for issue #1876

* GenMeshTangents better handling for issue #1876

* GenMeshTangents: Better fix for issue #1876

* vboId location fix

* rlUpdateVertexBuffer - bufferId is an unsigned int

* Fix for issue#1809 - Obj with more materials then mesh caused crash

* Fix for issue#1809 - Formatting Update
2021-08-12 21:01:40 +02:00
raysan5 a135d9c25d REVIEWED: Avoid conflict with bool 2021-08-08 13:23:04 +02:00
raysan5 ee72497eef REVIEWED: Some warnings... 2021-08-08 13:02:51 +02:00
raysan5 5e63cd3c97 ADDED: GenMeshCone() #1903 2021-08-08 11:29:24 +02:00
raysan5 5b6d83b533 REVIEWED: rlgl defines for consistency 2021-07-31 19:46:44 +02:00
raysan5 aeb1a0da84 REVERTED: Removed the need for rlMatrix
Now rlgl uses the `Matrix` type, just make sure it has been previously defined somewhere... I don't like this approach but it's probably the easier one for the users... still looking for a better solution... maybe using something like
`#define MATRIX_TYPE`, so it can be checked in other modules.
2021-07-30 12:54:54 +02:00
raysan5 8b7f43f89b WARNING: BREAKING CHANGE: rlgl complete decoupling from raylib -WIP-
rlgl has been redesigned to avoid any dependency to `raylib` or `raymath`, all functions using some of those libs have been reviewed.
 - REMOVED: `Texture2D`, `Shader` structs dependency
 - REMOVED: `Vector3`, `Matrix` structs dependency
 - REMOVED: raymath functions dependency, all required math is implemented in rlgl
 - ADDED: `rlMatrix` custom rlgl type
 - ADDED: `utils.c`: `rlMatrixFromMatrix()` and `rlMatrixToMatrix()` for a safe conversion between raylib<->rlgl matrix types
 - ADDED: `rl` prefix to all `rlgl` structs
 - Other small tweaks here and there
2021-07-29 21:57:50 +02:00
raysan5 0c3902b543 ADDED: GetModelBoundingBox()
Reorganized models functionality, it still needs some review...
2021-07-28 13:15:10 +02:00
raysan5 7c7ee1cdc8 REVERTED: Mesh indices issue #1891 2021-07-28 13:12:16 +02:00
raysan5 e9c7ab925f REVIEWED: rlDrawVertexArrayElements() #1891 2021-07-27 23:35:54 +02:00
Ray 0fa295c72d Review formating to follow raylib style conventions 2021-07-23 18:16:08 +02:00
630Studios 53bb87c8fb [Models] Better Fix for GenMeshTangents issue #1876 (#1878)
* GenMeshTangents Fix

* GenMeshTangents Fix - Comment Update

* GenMeshTangents Fix - Comment Update final

* Code Style Changes

* Code Style Changes Final

* Code Style Changes Final 2

* GenMeshTangents better handling for issue #1876

* GenMeshTangents better handling for issue #1876

* GenMeshTangents: Better fix for issue #1876

* vboId location fix
2021-07-17 01:33:49 +02:00
630Studios 9aaf7a8057 GenMeshTangents Fix (#1877)
* GenMeshTangents Fix

* GenMeshTangents Fix - Comment Update

* GenMeshTangents Fix - Comment Update final

* Code Style Changes

* Code Style Changes Final
2021-07-16 22:14:13 +02:00
raysan5 c4804c4c0c REVIEWED: Wrong normal matrix calculation #1870 2021-07-16 17:12:22 +02:00
GoldenThumbs 59acb6dbea Updated models.c (#1871)
- fixed issue where vertex positions being passed in place of vertex normals.
2021-07-13 12:18:52 +02:00
Ray 3a74534c39 Added a note 2021-07-07 21:41:45 +02:00
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