raylib
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- Developed at devel:libraries:c_c++
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Source Files
Filename | Size | Changed |
---|---|---|
raylib-3.0.0-noexamples.patch | 0000000390 390 Bytes | |
raylib-noexamples-3.5.0.tar.gz | 0004321069 4.12 MB | |
raylib.changes | 0000014060 13.7 KB | |
raylib.spec | 0000002542 2.48 KB |
Revision 7 (latest revision is 12)
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 It has been replaced by a high-performant alternative (msf_gif.h) that operates directly on memory...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.
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