Sdl backend (#140)

* latest raylib version

* add libwayland-dev

* update headers

* add libxkbcommon-dev

* sdl

* sdl dl

* sdl dl

* sdl2 link flags

* remove glfw header

* try static sdl build

* try to set fpic

* install alsa etc before building sdl

* windows

* fix

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try mac

* try mac

* try mac

* try mac

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* update raylib

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* try

* update to 5.5

* dont link x11 if using DRM

* update to fixed raylib version
This commit is contained in:
Richard Smith 2024-11-19 12:05:28 +00:00 committed by GitHub
parent d28fa38e9f
commit 9e5c9b7f9f
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
46 changed files with 4069 additions and 1472 deletions

View file

@ -21,7 +21,7 @@ model.materials.maps[pr.MaterialMapIndex.MATERIAL_MAP_ALBEDO].texture = texture
pr.unload_image(image)
pos = pr.get_mouse_position()
ray = pr.get_mouse_ray(pos, camera)
ray = pr.get_screen_to_world_ray(pos, camera)
#rayhit = pr.get_ray_collision_ground(ray, 0)
#print(str(rayhit.position.x))
@ -37,7 +37,7 @@ while not pr.window_should_close():
pr.end_drawing()
pos = pr.get_mouse_position()
ray = pr.get_mouse_ray(pos, camera)
ray = pr.get_screen_to_world_ray(pos, camera)
#rayhit = pr.get_ray_collision_ground(ray, 0)
#print(str(rayhit.position.x))

View file

@ -21,7 +21,7 @@ model.materials.maps[MATERIAL_MAP_ALBEDO].texture = texture
unload_image(image)
pos = get_mouse_position()
ray = get_mouse_ray(pos, camera)
ray = get_screen_to_world_ray(pos, camera)
#rayhit = get_ray_collision_ground(ray, 0)
#print(str(rayhit.position.x))
@ -33,11 +33,11 @@ while not window_should_close():
draw_model(model, (-8.0, 0.0, -8.0), 1.0, RED)
draw_grid(20, 1.0)
end_mode_3d()
draw_text("This mesh should be textured", 190, 200, 20, VIOLET)
draw_text("This mesh should be tesxtured", 190, 200, 20, VIOLET)
end_drawing()
pos = get_mouse_position()
ray = get_mouse_ray(pos, camera)
ray = get_screen_to_world_ray(pos, camera)
#rayhit = get_ray_collision_ground(ray, 0)
#print(str(rayhit.position.x))