Merge branch 'raysan5:master' into master
This commit is contained in:
commit
fc7d6066df
8 changed files with 102 additions and 72 deletions
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@ -44,7 +44,11 @@ int main(void)
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spacing += (int)buildings[i].width;
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buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
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buildColors[i] = (Color){
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(unsigned char)GetRandomValue(200, 240),
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(unsigned char)GetRandomValue(200, 240),
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(unsigned char)GetRandomValue(200, 250),
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255};
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}
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Camera2D camera = { 0 };
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@ -136,8 +136,8 @@
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#define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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#define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
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#define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
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#define RL_CULL_DISTANCE_NEAR 0.001 // Default projection matrix near cull distance
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#define RL_CULL_DISTANCE_FAR 10000.0 // Default projection matrix far cull distance
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// Default shader vertex attribute locations
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
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@ -859,7 +859,7 @@ static int InitGraphicsDevice(void)
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EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
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EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
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//EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
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EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
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EGL_DEPTH_SIZE, 24, // Depth buffer size (Required to use Depth testing!)
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//EGL_STENCIL_SIZE, 8, // Stencil buffer size
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EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
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EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
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@ -1753,8 +1753,14 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
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if (IsWindowFullscreen()) return;
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// Set current screen size
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// if we are doing automatic DPI scaling, then the "screen" size is divided by the window scale
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if (IsWindowState(FLAG_WINDOW_HIGHDPI))
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{
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width = (int)(width / GetWindowScaleDPI().x);
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height = (int)(height / GetWindowScaleDPI().y);
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}
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// Set current screen size
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CORE.Window.screen.width = width;
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CORE.Window.screen.height = height;
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@ -1033,8 +1033,19 @@ void PollInputEvents(void)
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case RGFW_windowResized:
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{
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SetupViewport(platform.window->r.w, platform.window->r.h);
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// if we are doing automatic DPI scaling, then the "screen" size is divided by the window scale
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if (IsWindowState(FLAG_WINDOW_HIGHDPI))
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{
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CORE.Window.screen.width = (int)(platform.window->r.w / GetWindowScaleDPI().x);
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CORE.Window.screen.height = (int)(platform.window->r.h / GetWindowScaleDPI().y);
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}
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else
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{
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CORE.Window.screen.width = platform.window->r.w;
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CORE.Window.screen.height = platform.window->r.h;
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}
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CORE.Window.currentFbo.width = platform.window->r.w;
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CORE.Window.currentFbo.height = platform.window->r.h;
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CORE.Window.resizedLastFrame = true;
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@ -1451,8 +1451,17 @@ void PollInputEvents(void)
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const int width = event.window.data1;
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const int height = event.window.data2;
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SetupViewport(width, height);
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// if we are doing automatic DPI scaling, then the "screen" size is divided by the window scale
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if (IsWindowState(FLAG_WINDOW_HIGHDPI))
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{
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CORE.Window.screen.width = (int)(width / GetWindowScaleDPI().x);
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CORE.Window.screen.height = (int)(height / GetWindowScaleDPI().y);
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}
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else
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{
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CORE.Window.screen.width = width;
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CORE.Window.screen.height = height;
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}
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CORE.Window.currentFbo.width = width;
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CORE.Window.currentFbo.height = height;
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CORE.Window.resizedLastFrame = true;
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@ -910,7 +910,7 @@ int InitPlatform(void)
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EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
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EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer)
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//EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
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EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
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EGL_DEPTH_SIZE, 24, // Depth buffer size (Required to use Depth testing!)
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//EGL_STENCIL_SIZE, 8, // Stencil buffer size
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EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
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EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
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@ -56,8 +56,8 @@
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*
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* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
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* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
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* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
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* #define RL_CULL_DISTANCE_NEAR 0.001 // Default projection matrix near cull distance
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* #define RL_CULL_DISTANCE_FAR 10000.0 // Default projection matrix far cull distance
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*
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* When loading a shader, the following vertex attributes and uniform
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* location names are tried to be set automatically:
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@ -234,10 +234,10 @@
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// Projection matrix culling
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#ifndef RL_CULL_DISTANCE_NEAR
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#define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance
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#define RL_CULL_DISTANCE_NEAR 0.001 // Default near cull distance
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#endif
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#ifndef RL_CULL_DISTANCE_FAR
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#define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance
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#define RL_CULL_DISTANCE_FAR 10000.0 // Default far cull distance
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#endif
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// Texture parameters (equivalent to OpenGL defines)
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