Revisions of raylib
Ana Guerrero (anag+factory)
accepted
request 1127465
from
Michael Vetter (jubalh)
(revision 12)
- Update to 5.0: * rcore module platform-spli * New platform backend supported: SDL * New platform backend supported: Nintendo Switch * New splines drawing and evaluation API * Pseudo-random numbers generator: rprand * Automation Events System API * For details check project changelog
Dominique Leuenberger (dimstar_suse)
accepted
request 1087397
from
Michael Vetter (jubalh)
(revision 11)
- Update to 4.5.0: * NEW Improved ANGLE support on Desktop platforms: Support for OpenGL ES 2.0 on Desktop platforms (Windows, Linux, macOS) has been reviewed by @wtnbgo GitHub user. Now raylib can be compiled on desktop for OpenGL ES 2.0 and linked against ANGLE. This small addition open the door to building raylib for all ANGLE supported backends: Direct3D 11, Vulkan and Metal. Please note that this new feature is still experimental and requires further testing! * NEW Camera module: A brand new implementation from scratch for rcamera module, contributed by @Crydsch GitHub user! New camera system is simpler, more flexible, more granular and more extendable. Specific camera math transformations (movement/rotation) have been moved to individual functions, exposing them to users if required. Global state has been removed from the module and standalone usage has been greatly improved; now rcamera.h single-file header-only library can be used externally, independently of raylib. A new UpdateCameraPro() function has been added to address input-dependency of UpdateCamera(), now advance users have full control over camera inputs and movement/rotation speeds! * NEW Support for M3D models and M3D/GLTF animations: 3d models animations support has been a limited aspect of raylib for long time, some versions ago IQM animations were supported but raylib 4.5 also adds support for the brand new M3D file format, including animations and the long expected support for GLTF animations! The new M3D file format is simple, portable, feature complete, extensible and open source. It also provides a complete set of tools to export/visualize M3D models from/to Blender! Now raylib supports up to 3 model file-formats with animations: IQM, GLTF and M3D. * NEW Support QOA audio format (import/export): Just a couple of months ago the new QOA file format was published, a very simple, portable and open source quite-ok-audio file format. raylib already supports it, added to raudio module and including audio loading from file, loading from memory, streaming from file, streaming from memory and exporting to QOA audio format. Because simplicity really matters to raylib! * NEW Module for compressed textures loading: rl_gputex, a portable single-file header-only small library to load compressed texture file-formats (DDS, PKM, KTX, PVR, ASTC). Provided functionality is not new to raylib but it was part of the raylib rtextures module, now it has been moved into a separate self-contained library, improving portability. Note that this module is only intended to load compressed data from files, ready to be uploaded to GPU, no compression/decompression functionality is provided. This change is a first step towards a better modularization of raylib library. * Reviewed rlgl module for automatic limits checking: Again, rlgl has been reviewed to simplify usage. Now
Dominique Leuenberger (dimstar_suse)
accepted
request 1033063
from
Michael Vetter (jubalh)
(revision 10)
- Switch -DUSE_EXTERNAL_GLFW to OFF: Earlier we build required on our glfw package. But with raylib 4.2.0 they started to use features are only in the development version. They were unhappy that glfw 3.4.0 takes a long time to be relased and decided to create a in-tree copy. So for raylib 4.2.0 to build we need to use this in-tree version. - Update to 4.2.0: * extra libraries cleanup: * examples review * rres resource format * raygui official gui library * new file system API * New audio stream processors API * For details see https://github.com/raysan5/raylib/releases/tag/4.2.0
Dominique Leuenberger (dimstar_suse)
accepted
request 958098
from
Michael Vetter (jubalh)
(revision 9)
- Update to 4.0.0: * Naming consistency and coherency: API has been completely reviewed to be consistent on naming conventions * Event Automation System: This new experimental feature has been added for future usage, it allows to record input events and re-play them automatically. * Custom game-loop control: As requested by some advance users, the game-loop control can be exposed * For details see: https://github.com/raysan5/raylib/blob/4.0.0/CHANGELOG
Dominique Leuenberger (dimstar_suse)
accepted
request 894330
from
Michael Vetter (jubalh)
(revision 8)
Dominique Leuenberger (dimstar_suse)
accepted
request 860228
from
Michael Vetter (jubalh)
(revision 7)
- Update to 3.5.0: * Platform supported: Raspberry Pi 4 native mode (no X11 windows) through DRM subsystem and GBM API. Actually this is a really interesting improvement because it opens the door to raylib to support other embedded platforms (Odroid, GameShell, NanoPi...). Also worth mentioning the un-official homebrew ports of raylib for PS4 and PSVita. * NEW configuration options exposed: For custom raylib builds, config.h now exposes more than 150 flags and defines to build raylib with only the desired features, for example, it allows to build a minimal raylib library in just some KB removing all external data filetypes supported, very useful to generate small executables or embedded devices. * NEW automatic GIF recording feature: Actually, automatic GIF recording (CTRL+F12) for any raylib application has been available for some versions but this feature was really slow and low-performant using an old gif library with many file-accesses. It has been replaced by a high-performant alternative (msf_gif.h) that operates directly on memory... and actually works very well! Try it out! * NEW RenderBatch system: rlgl module has been redesigned to support custom render batches to allow grouping draw calls as desired, previous implementation just had one default render batch. This feature has not been exposed to raylib API yet but it can be used by advance users dealing with rlgl directly. For example, multiple RenderBatch can be created for 2D sprites and 3D geometry independently. * NEW Framebuffer system: rlgl module now exposes an API for custom Framebuffer attachments (including cubemaps!). raylib RenderTexture is a basic use-case, just allowing color and depth textures, but this new API allows the creation of more advance Framebuffers with multiple attachments, like the G-Buffers. GenTexture*() functions have been redesigned to use this new API.
Dominique Leuenberger (dimstar_suse)
accepted
request 799028
from
Michael Vetter (jubalh)
(revision 6)
- Switch to noexamples tarball as requested in: https://github.com/raysan5/raylib/issues/1180 So we don't ship examples with various licenses that we don't install anyways. - Add raylib-3.0.0-noexamples.patch: dont try to install examples Raysan seems to have forgotten that. - Added missing development header files. - Update to 3.0.0: * All global variables from the multiple raylib modules have been moved to a global context state, it has several benefits, first, better code readability with more comprehensive variables naming and categorization (organized by types, i.e. CORE.Window.display.width, CORE.Input.Keyboard.currentKeyState or RLGL.State.modelview). Second, it allows better memory management to load global context state dynamically when required (not at the moment), making it easy to implement a hot-reloading mechanism if desired. * All memory allocations on raylib and its dependencies now use RL_MALLOC, RL_FREE and similar macros. Now users can easely hook their own memory allocations mechanism if desired, having more control over memory allocated internally by the library. Additionally, it makes it easier to port the library to embedded devices where memory control is critical. For more info check raylib issue #1074. * All I/O file accesses from raylib are being moved to memory data access, now all I/O file access is centralized into just four functions: LoadFileData(), SaveFileData(), LoadFileText(), SaveFileText(). Users can just update those functions to any I/O file system. This change makes it easier to integrate raylib with Virtual File Systems or custom I/O file implementations.
Dominique Leuenberger (dimstar_suse)
accepted
request 706635
from
Michael Vetter (jubalh)
(revision 5)
- Update to 2.5.0: * New window management and filesystem functions to query monitor information, deal with clipboard, check directory files info and even launch a URL with default system web browser. Experimental High-DPI monitor support has also been added through a compile flag. * Redesigned Gamepad mechanism, now generic for all platforms and gamepads, no more specific gamepad configurations. * Redesigned UWP input system, now raylib supports UWP seamlessly, previous implementation required a custom input system implemented in user code. * rlgl module has been redesigned to support a unique buffer for shapes drawing batching, including LINES, TRIANGLES, QUADS in the same indexed buffer, also added support for multi-buffering if required. Additionally, rlPushMatrix()/rlPopMatrix() functionality has been reviewed to behave exactly like OpenGL 1.1, models_rlgl_solar_system example has been added to illustrate this behaviour. * VR simulator has been reviewed to allow custom configuration of Head-Mounted-Device parameters and distortion shader, core_vr_simulator has been properly adapted to showcase this new functionality, now the VR simulator is a generic configurable stereo rendering system that allows any VR device simulation with just a few lines of code or even dynamic tweaking of HMD parameters. * Support for Unicode text drawing; now raylib processes UTF8 strings on drawing, supporting Unicode codepoints, allowing rendering mostly any existent language (as long as the font with the glyphs is provided). * Brand new text management API, with the addition of multiple functions to deal with string data * Multiple new shapes and textures drawing functions * Experimental cubemap support, to automatically load multiple cubemap layouts (LoadTextureCubemap()). (forwarded request 706634 from jubalh)
Dominique Leuenberger (dimstar_suse)
accepted
request 625046
from
Michael Vetter (jubalh)
(revision 4)
- Update to 2.0.0: * Full redesign of audio module to use the mini_al audio library * Refactor all #define SUPPORT_* into a single config.h * Reviewed raymath.h for better consistency and performance (inlining) * New font rendering * STB support * New functions for CPU image data manipulation - Remove raylib-2.0.0-api-version.patch: upstreamed - Remove BuildRequires libglfw-devel: Using intern libraries now. They want raylib to be like this. - Adding BR for libXcursor-devel, libXinerama-devel, libXrandr-devel and cmake explicitly now.
Dominique Leuenberger (dimstar_suse)
accepted
request 540482
from
Factory Maintainer (factory-maintainer)
(revision 2)
Automatic submission by obs-autosubmit
Dominique Leuenberger (dimstar_suse)
accepted
request 535929
from
Michael Vetter (jubalh)
(revision 1)
- Update to 1.8.0: * New Image generation functions: Gradient, Checked, Noise, Cellular... * New Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot... * New Shaders and Materials systems to support PBR materials * Custom Android APK build pipeline with simple Makefile * Complete review of rlgl layer functionality * Complete review of raymath functionality - Remove root-meson.build and src-meson.build: contained in new release - Update package summaries and RPM category. - BuildRequires: libglfw-devel >= 3.2 because glfwSetWindowMonitor etc only come in 3.2 - Add option to meson file to build with gnu99 because: * CLOCK_MONOTONIC macro * var init in for loops (c99) - Remove raylig-use-optflags.patch: Using meson for build - Use meson to build raylib: * Takes care of creating proper so versioning * Install works (where their makefiles didnt) - Add root-meson.build - Add src-meson.build Meson files will be in next release, see: https://github.com/raysan5/raylib/pull/297 - Move Requires openal-soft-devel to devel package - Add Requires: openal-soft-devel It will be needed when one uses raylib - Add OpenAL to BuildRequires - Add raylig-use-optflags.patch: allow passing of optflags See: https://github.com/raysan5/raylib/pull/295 - Inital package of raylib version 1.7.0
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