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#5516) * update * update * stuff * update * move headerfile to root * delete .h * update ignore * fix IsMouseButtonDown\Pressed\Released\Up will get randomly returned to true when the button code is outside the range of mouse button * remove unessary macro * refactor IsMouseButton*() early returns
Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com>
Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com>
* trivial: Correct typo in log message. * trivial: Correct typo in rlparser.
* fixed typos preventing window from min/maxing * fixed window style generation ignoring minimize precedence, causing errors in edge cases * added maximize button on resizable windows * fixed infinite loop when resizing the window manually * activate window upon creation to set focus and show taskbar icon * extended SanitizeFlags() to account for problematic resizing/mizing flag mixups
Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com>
Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com>
* Fix out of bounds Memory read in Material.Maps by using the MATERIAL_MAP_SPECULAR define instead of the SHADER_LOG_SPECULAR enum * Fix out of bounds Memory read in Material.Maps by using the MATERIAL_MAP_SPECULAR define instead of the SHADER_LOG_SPECULAR enum
…Size (#5536) * implemented SetWindowMaxSize, SetWindowMinSize and SetWindowSize * removed outdated warning * prevented incompatible size limits
* Bindings Wave * fix format
…0` and `Python 3.13.3`
* review texture formats Added support for `R3G3B2`, `R5G6B5`, `R4G4B4A4` and `R5G5B5A1` Added depth formats * use of textures for the framebuffer - Framebuffers can now use all texture types that are already available. - The 24-bit depth format has been removed as it is no longer needed. - Framebuffer formats are still defined at compile time. - The allocated texture size is now preserved, which avoids frequent reallocations when resizing framebuffers and will allow the use of `glTexSubImage2D`. * review framebuffer blit/copy This greatly simplifies the framebuffer blit/copy logic while now supporting all pixel formats. It is slightly slower in debug builds, but this path is mainly kept for compatibility anyway. The `copy_fast` version is still used for the "normal" cases when presenting to the screen. * review pixel get/set less ops for certain formats + fixes * fix depth write * texture read/write cleanup + tweaks I made the pointers parameters `restrict` for reading/writing textures, which resulted in a slight improvement. And I reviewed the `static inline` statements, which could potentially bias the compiler; no difference, but it's cleaner. * style tweaks * review uint8_t <-> float conversion * added a reusable object pool system will allow management of both textures and framebuffers added support for `glTexSubImage2D` added handling of 'GL_OUT_OF_MEMORY' errors removed the default internal texture (unused) * added FBO API + refactored rasterizer dispatch logic * fix ndc projection + review presentation and rename rlsw's resize/copy/blit * add `glRenderbufferStorage` binding + tweaks and fixes * fix quad sorting + simplify quad rasterization part * fix line shaking issue * support of `GL_DRAW_FRAMEBUFFER_BINDING` * update rlgl - support of rlsw's framebuffers * fix pixel origin in line rasterization my bad, an oversight in my previous fix. This offset should have been moved here rather than per pixel during truncation. * style tweaks * fix vla issue with msvc - fill depth / fill color
…TWARE` Dropped the `11` relative to OpenGL 1.1 because latest `rlsw 1.5` also includes support for FBOs and could potentially implemented other higher level features in the feature, discerning from OpenGL 1.1 limitations
…ligned with `raylib 6.0`
* fix typo that appeared during re-format * fix build scripts for `GRAPHICS_API_OPENGL_SOFTWARE` * consistency tweak
Co-authored-by: 0x00650a <Ox00650a@inter.net>
* uniform fogColor fogColor is now a parameter * use new fog color parameter * convert ambient to Vector4
* auto generates all combinations of blending factors This adds a macro system that generate a function for each possible combination of blending factors, resulting in 11*11 functions, hence 121. This then allows for only one indirection and function call instead of two previously (assuming the first call was inlined). * rename dispatch tables for consistency * change blend funcs validity check Simplifies the validation of blend functions. Can allow `SW_SRC_ALPHA_SATURATE` as dst factor, but hey * disables blending when it requires alpha and there is none * review immediate rendering functions and attribute layout * prevent state changes during immediate record * reduce number of op for each vertex push + review primitive struct * simplified draw functions * review `sw_vertex_t` removes `float screen[2]`; each step stores the transformed coordinates in `float coord[4]`. This also simplifies vertex interpolation during triangle rasterization. * reduces unnecessary interpolation costs during triangle rasterization + cleanup * extends the simd color conversion to more cases * affine interpolation per blocks * long side check for each triangle line My mistake in a previous commit * style tweaks * select the read function on texture load This removes the per-pixel switch; it's slightly more efficient on my hardware, but probably a poor prediction Should remain profitable or at worst the same * use optionnal LUT for uint8_t -> float conversion * sets internal the number of vertices post-clipping and the epsilon clipping + a little cleanup * moves color conversion to math part * prevents sampling if it's a depth texture that is bound
* review `sw_vertex_t` * fix comment * fix pop matrix
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