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Merge pull request #369 from raysan5/develop

Integrate Develop branch
Ray преди 7 години
родител
ревизия
18601f7619

+ 0 - 5
examples/Makefile

@@ -557,11 +557,6 @@ physac/physics_restitution: physac/physics_restitution.c
 # compile [physac] example - physics shatter
 physac/physics_shatter: physac/physics_shatter.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) $(PHYSAC_LIBS) -D$(PLATFORM)
-    
-ifeq ($(PLATFORM),PLATFORM_ANDROID)
-external/native_app_glue.o : native_app_glue.c native_app_glue.h
-	$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM) -D$(SHAREDFLAG)
-endif
 
 # fix dylib install path name for each executable (MAC)
 fix_dylib:

+ 1 - 1
examples/core/core_basic_window.c

@@ -15,7 +15,7 @@
 *   This example has been created using raylib 1.0 (www.raylib.com)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *
-*   Copyright (c) 2014 Ramon Santamaria (@raysan5)
+*   Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
 *
 ********************************************************************************************/
 

+ 2 - 1
examples/core/core_vr_simulator.c

@@ -22,7 +22,8 @@ int main()
     
     InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
 
-    InitVrSimulator(HMD_OCULUS_RIFT_CV1);               // Init VR simulator (Oculus Rift CV1 parameters)
+    // Init VR simulator (Oculus Rift CV1 parameters)
+    InitVrSimulator(GetVrDeviceInfo(HMD_OCULUS_RIFT_CV1));
     
     // Define the camera to look into our 3d world
     Camera camera;

+ 1 - 1
examples/models/models_cubicmap.c

@@ -2,7 +2,7 @@
 *
 *   raylib [models] example - Cubicmap loading and drawing
 *
-*   This example has been created using raylib 1.3 (www.raylib.com)
+*   This example has been created using raylib 1.8 (www.raylib.com)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *
 *   Copyright (c) 2015 Ramon Santamaria (@raysan5)

+ 1 - 1
examples/models/models_heightmap.c

@@ -2,7 +2,7 @@
 *
 *   raylib [models] example - Heightmap loading and drawing
 *
-*   This example has been created using raylib 1.3 (www.raylib.com)
+*   This example has been created using raylib 1.8 (www.raylib.com)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *
 *   Copyright (c) 2015 Ramon Santamaria (@raysan5)

BIN
examples/models/resources/pixels.png


+ 1 - 1
examples/shaders/shaders_postprocessing.c

@@ -76,7 +76,7 @@ int main()
     
     Model dwarf = LoadModel("resources/model/dwarf.obj");                   // Load OBJ model
     Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model texture (diffuse map)
-    dwarf.material.maps[MAP_DIFFUSE].texture = texture;          // Set dwarf model diffuse texture
+    dwarf.material.maps[MAP_DIFFUSE].texture = texture;                     // Set dwarf model diffuse texture
 
     Vector3 position = { 0.0f, 0.0f, 0.0f };                                // Set model position
     

+ 1 - 1
project/vs2015/raylib/raylib.vcxproj

@@ -75,7 +75,7 @@
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
       <PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions);GRAPHICS_API_OPENGL_33;PLATFORM_DESKTOP</PreprocessorDefinitions>
-      <AdditionalIncludeDirectories>$(SolutionDir)..\..\src\external\openal_soft\include;$(SolutionDir)..\..\src\external\glfw3\include;$(SolutionDir)..\..\src\external;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>$(SolutionDir)..\..\release\include;$(SolutionDir)..\..\src\external;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <CompileAs>CompileAsC</CompileAs>
     </ClCompile>
     <Link>

BIN
release/libs/win32/mingw32/libraylib.a


BIN
release/libs/win32/msvc/raylib.lib


+ 12 - 7
src/models.c

@@ -666,7 +666,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
     // Vertices definition
     int vertexCount = resX*resZ*6;  // 6 vertex by quad
 
-    Vector3 vertices[vertexCount];
+    Vector3 *vertices = (Vector3 *)malloc(vertexCount*sizeof(Vector3));
     for (int z = 0; z < resZ; z++)
     {
         // [-length/2, length/2]
@@ -680,11 +680,11 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
     }
 
     // Normals definition
-    Vector3 normals[vertexCount];
+    Vector3 *normals = (Vector3 *)malloc(vertexCount*sizeof(Vector3));
     for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f };   // Vector3.up;
 
     // TexCoords definition		
-    Vector2 texcoords[vertexCount];
+    Vector2 *texcoords = (Vector2 *)malloc(vertexCount*sizeof(Vector2));
     for (int v = 0; v < resZ; v++)
     {
         for (int u = 0; u < resX; u++)
@@ -694,10 +694,10 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
     }
 
     // Triangles definition (indices)
-    int nbFaces = (resX - 1)*(resZ - 1);
-    int triangles[nbFaces*6];
+    int numFaces = (resX - 1)*(resZ - 1);
+    int *triangles = (int *)malloc(numFaces*6*sizeof(int));
     int t = 0;
-    for (int face = 0; face < nbFaces; face++)
+    for (int face = 0; face < numFaces; face++)
     {
         // Retrieve lower left corner from face ind
         int i = face % (resX - 1) + (face/(resZ - 1)*resX);
@@ -712,7 +712,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
     }
 
     mesh.vertexCount = vertexCount;
-    mesh.triangleCount = nbFaces*2;
+    mesh.triangleCount = numFaces*2;
     mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
     mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
     mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
@@ -744,6 +744,11 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
     // Mesh indices array initialization
     for (int i = 0; i < mesh.triangleCount*3; i++) mesh.indices[i] = triangles[i];
     
+    free(vertices);
+    free(normals);
+    free(texcoords);
+    free(triangles);
+    
 #else       // Use par_shapes library to generate plane mesh
 
     par_shapes_mesh *plane = par_shapes_create_plane(resX, resZ);   // No normals/texcoords generated!!!

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src/resources