Overview
Request 860228 accepted
- 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 It has been replaced
by a high-performant alternative (msf_gif.h) that operates directly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.
Request History
jubalh created request
- 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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