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83
CHANGELOG
83
CHANGELOG
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changelog
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---------
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Current Release: raylib 1.7.0 (20 May 2017)
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Current Release: raylib 1.8.0 (Oct 2017)
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-----------------------------------------------
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Release: raylib 1.8.0 (Oct 2017)
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-----------------------------------------------
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NOTE:
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In this release, multiple parts of the library have been reviewed again for consistency and simplification.
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It exposes more than 20 new functions in comparison with previous version and it improves overall programming experience.
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BIG CHANGES:
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- Image generation functions: Gradient, Checked, Noise, Cellular...
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- Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...
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- New Shaders and Materials systems to support PBR materials
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- Custom Android toolchain for APK building with simple Makefile
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- Complete review of raymath functionality (Matrix, Quaternion)
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- Complete review of rlgl layer functionality
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detailed changes:
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[rlgl] RENAMED: rlglLoadTexture() to rlLoadTexture()
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[rlgl] RENAMED: rlglLoadRenderTexture() to rlLoadRenderTexture()
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[rlgl] RENAMED: rlglUpdateTexture() to rlUpdateTexture()
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[rlgl] RENAMED: rlglGenerateMipmaps() to rlGenerateMipmaps()
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[rlgl] RENAMED: rlglReadScreenPixels() to rlReadScreenPixels()
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[rlgl] RENAMED: rlglReadTexturePixels() to rlReadTexturePixels()
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[rlgl] RENAMED: rlglLoadMesh() to rlLoadMesh()
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[rlgl] RENAMED: rlglUpdateMesh() to rlUpdateMesh()
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[rlgl] RENAMED: rlglDrawMesh() to rlDrawMesh()
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[rlgl] RENAMED: rlglUnloadMesh() to rlUnloadMesh()
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[rlgl] RENAMED: rlglUnproject() to rlUnproject()
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[rlgl] RENAMED: LoadCompressedTexture() to LoadTextureCompressed()
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[rlgl] RENAMED: GetDefaultTexture() to GetTextureDefault()
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[rlgl] RENAMED: LoadDefaultShader() to LoadShaderDefault()
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[rlgl] RENAMED: LoadDefaultShaderLocations() to SetShaderDefaultLocations()
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[rlgl] RENAMED: UnloadDefaultShader() to UnLoadShaderDefault()
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// Texture maps generation (PBR)
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[rlgl] ADDED: rlGenMapCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture
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[rlgl] ADDED: rlGenMapIrradiance(Texture2D cubemap, int size); // Generate irradiance texture map
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[rlgl] ADDED: rlGenMapPrefilter(Texture2D cubemap, int size); // Generate prefilter texture map
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[rlgl] ADDED: rlGenMapBRDF(Texture2D cubemap, int size); // Generate BRDF texture map
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[core] ADDED: SetWindowTitle()
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[core] ADDED: GetExtension()
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[textures] ADDED: SaveImageAs()
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? [textures] ADDED: DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
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? [textures] ADDED: DrawRectangleT(int posX, int posY, int width, int height, Color color); // Draw rectangle using text character
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// Image generation functions
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[textures] ADDED: GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
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[textures] ADDED: GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
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[textures] ADDED: GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
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[textures] ADDED: GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
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[textures] ADDED: GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
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[textures] ADDED: GenImagePerlinNoise(int width, int height, float scale); // Generate image: perlin noise
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[textures] ADDED: GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
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// Texture maps generation (PBR)
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[textures] ADDED: GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
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[textures] ADDED: GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
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[textures] ADDED: GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
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[textures] ADDED: GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
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[models] REMOVED: LoadMeshEx()
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[models] REMOVED: UpdateMesh()
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[models] REMOVED: LoadHeightmap()
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[models] REMOVED: LoadCubicmap()
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[models] RENAMED: LoadDefaultMaterial() to LoadMaterialDefault()
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// Mesh generation functions
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[models] ADDED: GenMeshPlane()
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[models] ADDED: GenMeshCube()
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[models] ADDED: GenMeshSphere()
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[models] ADDED: GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
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[models] ADDED: GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
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[models] ADDED: GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
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[models] ADDED: GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
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[models] ADDED: GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
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[models] ADDED: GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
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[raymath] Reviewed full Matrix functionality
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[raymath] Renamed Vector3 functions for consistency
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[build] Integrate Android APK building into examples Makefile
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[example] ADDED:
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[example] ADDED:
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[example] ADDED:
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[github] Moved raylib webpage to own repo: github.com/raysan5/raylib.com
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[games] Reviewed game: Koala Seasons
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[*] Updated STB libraries to latest version
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-----------------------------------------------
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Release: raylib 1.7.0 (20 May 2017)
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