Square root calls are computationally expensive. In this case, they can be avoided. Instead of checking distance<RadA+RadB, check distance squared against (RadA+RadB) squared. The dot product of Vector3Subtract(B,A) with itself gives distance squared, so I used this code instead of an element-by-element computation of distance squared. The only downside is that your geometric code is very readable, whereas this is less so.
We were doing this before, but it was deleted during the
last GLFW update. Readd it to fix the associated macOS CI failure.
Fixes: cd934c9f6 ("Update GLFW to 3.3.1")
Added guards to not redefine it if the user is using it with raylib.h
also added an 'f' at the end of the define to keep compliant with raylib's PI define
This change could break things. So, I created SUPPORT_HIGH_DPI flag to enable it (disabled by default).
Basically, it detects HighDPI display and scales all drawing (and mouse input) appropiately to match the equivalent "standardDPI" screen size on highDPI. It uses screenScaling matrix to do that.
This scaling comes with some undesired effects, like aliasing on default font text (keep in mind that font is pixel-perfect, not intended for any non-rounded scale factor).
The only solution for this aliasing would be some AA postpro filter or implementing the highDPI scaling in a different way: rendering to a texture and scaling it with FILTER_BILINEAR, check `core_window_scale_letterbox.c` example for reference.
Use at your own risk.
Two functions have been renamed for coherence; previous naming was confusing for several users:
- DrawPolyEx() ---> DrawTriangleFan()
- DrawPolyExLines() ---> DrawLineStrip()
* Working build
* Fix build again, stop deleting files
* Hotfix crash, needs investigating
* Remove VS2015.UWP, I cannot update the project
* Lots of UWP work, added keyboard and mouse press support. Still need to finish scroll wheel, mouse position and cursor hiding, plus other stuff that I haven't seen yet.
* Implemented a ton more things, added BaseApp.h to provide common code to UWP apps.
* Remove constant window dimensions
* Enable and Disable cursor support.
* Actually use mouse delta
* Gamepad Support
* Cleaning and small tweaks
* Restore original example.
* Update comment
* Use 'Messages' to handle the cursor functions so code is more portable.
* Comment
* Comment unused message fields and use vector for mouse pos instead.
* Move messages to utils.h and use messages for everything. No more plat-specific code in raylib.h
* Working build
* Fix build again, stop deleting files
* Hotfix crash, needs investigating
* Remove VS2015.UWP, I cannot update the project
* Lots of UWP work, added keyboard and mouse press support. Still need to finish scroll wheel, mouse position and cursor hiding, plus other stuff that I haven't seen yet.
* Implemented a ton more things, added BaseApp.h to provide common code to UWP apps.
* Remove constant window dimensions
* Enable and Disable cursor support.
* Actually use mouse delta
* Gamepad Support
* Cleaning and small tweaks
* Restore original example.
* Update comment
* Use 'Messages' to handle the cursor functions so code is more portable.
* Comment
* Comment unused message fields and use vector for mouse pos instead.
* Move messages to utils.h and use messages for everything. No more plat-specific code in raylib.h
* Tested some desktop stuff and added projection matrix updates for window resizing.
* Fixed big bad mouse bug
* Fix alt buttons and add hack to combat flickery key presses (far from perfect)
* Remove debug code
* Final commit
* Well, so I thought
* Wow, i am bad
* Remove packages folder
* Remove useless include
* Apply requested changes and fix linux build
* Try to stop packages folder
* Have we fixed the formatting properly?
* Third time's the charm?
* Where did this come from?
* Re-fix
* Autoformat is gonna kill
* Fixed XBOX ONE Support
* Fix tabs
Found some issues when building for web using latest emscripten 1.38.30, traced the error and found that eglGetProcAdress does not return function pointers for VAO functionality, supported by extension.
It requires more investigation but now it works (avoiding VAO usage)
Users can define their custom memory management macros.
NOTE: Most external libraries support custom macros in the same way, raylib should redefine those macros to raylib ones, to unify custom memory loading. That redefinition is only implemented as example for stb_image.h in [textures] module.
Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
This is quite a big change, Model struct has been redesigned to support multiple meshes and multiple materials, most 3d fileformats contain multiple meshes and reference multiple materials.
Consequently, multiple functions have been reviewed.
LoadOBJ(), LoadIQM(), LoadGLFT() now return a Model.
Current LoadOBJ() is not valid anymore, actually, tinyobj_loader_c library is considered for replacement.
If we have no data to update/draw, we avoid update/draw. On `DrawBuffersDefault()` if no vertes data is available nothing is drawn but some globals: vertexData, projection, modelview, draws... are reseted.
There shouldn't be any problem if we don't touch those globals in case no vertex have been processed but, just in case, I warn about it.
Based on pull request from user "DarkElvenAngel", better integrated with the current event system and enhanced with buffer to help with fast typing at low framerates.
When drawing LINES or TRIANGLES, vertex are accumulated in same buffer as QUADS and new draw calls are registered but QUADS drawing uses an index buffer for optimization, so, when adding LINES/TRIANGLES vertices we need to make sure next draw calls for QUADS keep aligned with indices buffer.
To get that we just add some alignment vertex at the end of the LINES/TRIANGLES draw calls, to make them multiple of 4 vertex.
The idea is supporting additional raygui and physac modules building with raylib but those modules are distributed as header-only libraries and it makes a bit dificult to build them inside raylib...
raudio AudioBuffer internal struct collides on macOS with CoreAudio same name struct. In this case struct has been renamed because is internal to raudio... but probably all system should be redesigned.
Getting the following strict error....
```
src/text.c:117:105: error: constant expression evaluates to 2398692640 which
cannot be narrowed to type 'int' [-Wc++11-narrowing]
...0x00000000, 0x00000000, 0x00200020, 0x0001b000, 0x00000000, 0x00000000, 0x8ef92520, 0x00020a00...
^~~~~~~~~~
```
Switching it to an unsigned int fixes it.
clang was complaining about the type conversions. For example...
```
node_modules/raylib-src/src/core.c:1888:15: error: cannot initialize a variable of type 'char *' with an
rvalue of type 'void *'
char *cmd = calloc(strlen(url) + 10, sizeof(char));
^ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
```
When capturing framebuffer, if some element with transparency has been drawn, it retrieves that data... it could be a bit annoying in some situations because we could expect color compositing with background color... It depends on the situation and our needs... but most of the time we don't want that transparency on screenshots.
This specific change could be very annoying for people already using FLAG_MSAA_4X_HINT, their programs will compile correctly but window won't be shown...
Planning to promote raudio module as a simple and easy-to-use front-end for the amazing mini_al library, so the name change.
Name comes from raylib-audio but in spanish it also remembers to word "raudo", meaning "very fast", an analogy that fits perfectly to the usefulness and performance of the library!
Consequently, raylib version has been bumped to 2.4-dev.
glfw/glfw@5595fa3ae6 implements a proper fix for the macOS Mojave
problem of OpenGL windows not being rendered until moved or manually
updated.
Pull in the current master and rebase the three patches we have on top:
- two commits we have for reuse of the GLFW CMake build system for Wayland
It hasn't yet to be acknowledged upstream.
- one commit removing #include <windows.h> in glfw3native.h to avoid
duplicate declarations.
Fixes#655 and #665.
Specific textures generation code is quite redundant and not flexible for the user, I'm trying to figure out some easy way to allow raylib users to do the same without needing those functions (very specific and shader dependant). RenderTexture loading and Cubemap textures support must be improved.
Decided to allow user to provide values directly instead of requiring a Vector2 struct, probably more confortable to use.
- SetMousePosition()
- SetMouseOffset()
- SetMouseScale()
funopen is only needed on Android, so declare it
only there. This fixes following MinGW build failure:
utils.c:50:7: error: conflicting types for ‘funopen’
FILE *funopen(const void *cookie, int (*readfn)(void *, char *, int),
^~~~~~~
In file included from utils.c:45:0:
/usr/include/stdio.h:586:7: note: previous declaration of ‘funopen’ was here
FILE *funopen (const void *__cookie,
^~~~~~~
Added a bunch of useful text management functions.
Consequently, some already available functions like `FormatText()` and `SubText()` has been renamed for consistency. Created temporal fallbacks for old names.
raylib version bumped to 2.3.
Problem aligning provided vertex data to multiples of four, because main buffer is intended to bu used with indexed quads... but also shared with triangles and lines.
Changed parameters order for consistency with LoadFontData() and other functions when an array is passed by parameter and array size is the following parameter.