- Added zig-pkg directory to gitignore
- Brought min zig version to recent nightly release these improvements
were completed on
- For linux build, only add rglfw.c if the platform is glfw
- Add a None option to the LinuxDisplayBackend
- Fixed xcode-frameworks dependency and update to using most recent
commit hash
Redesign has been conditioned by the usage of those functions on `rexm`, `rpc` and other tools; for many use cases a static buffer is enough and way more comfortable to use.
ADDED: `TextInsertAlloc()`, `TextReplaceAlloc()`, `TextReplaceBetweenAlloc()`, alternatives with internal allocations
* RGFW also requires RGBA8 images as window icons, as raylib already reports in raylib.h
* LibraryConfigurations.cmake: exchanged MATCHES -> STREQUAL in platform choosing if-statements
* WebRGFW: remapping mouse/touch position to canvas pixel coordinates
* fix 'typo'
* has to be done like that because of += in case of captured mouse
* [rcore_desktop_rgfw] [emscripten] fix typo
* RGFW also requires RGBA8 images as window icons, as raylib already reports in raylib.h
* LibraryConfigurations.cmake: exchanged MATCHES -> STREQUAL in platform choosing if-statements
* WebRGFW: remapping mouse/touch position to canvas pixel coordinates
* fix 'typo'
* has to be done like that because of += in case of captured mouse
* auto generates all combinations of blending factors
This adds a macro system that generate a function for each possible combination of blending factors, resulting in 11*11 functions, hence 121.
This then allows for only one indirection and function call instead of two previously (assuming the first call was inlined).
* rename dispatch tables for consistency
* change blend funcs validity check
Simplifies the validation of blend functions.
Can allow `SW_SRC_ALPHA_SATURATE` as dst factor, but hey
* disables blending when it requires alpha and there is none
* review immediate rendering functions and attribute layout
* prevent state changes during immediate record
* reduce number of op for each vertex push + review primitive struct
* simplified draw functions
* review `sw_vertex_t`
removes `float screen[2]`; each step stores the transformed coordinates in `float coord[4]`.
This also simplifies vertex interpolation during triangle rasterization.
* reduces unnecessary interpolation costs during triangle rasterization + cleanup
* extends the simd color conversion to more cases
* affine interpolation per blocks
* long side check for each triangle line
My mistake in a previous commit
* style tweaks
* select the read function on texture load
This removes the per-pixel switch; it's slightly more efficient on my hardware, but probably a poor prediction
Should remain profitable or at worst the same
* use optionnal LUT for uint8_t -> float conversion
* sets internal the number of vertices post-clipping and the epsilon clipping + a little cleanup
* moves color conversion to math part
* prevents sampling if it's a depth texture that is bound