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Name: raylib-devel | Distribution: openSUSE Tumbleweed |
Version: 5.5 | Vendor: openSUSE |
Release: 1.1 | Build date: Wed Nov 27 08:53:33 2024 |
Group: Development/Libraries/C and C++ | Build host: reproducible |
Size: 645938 | Source RPM: raylib-5.5-1.1.src.rpm |
Packager: http://bugs.opensuse.org | |
Url: https://www.raylib.com | |
Summary: Development files for raylib |
Development files and headers for raylib.
Zlib
* Wed Nov 27 2024 Michael Vetter <mvetter@suse.com> - Update to 5.5: * NEW raylib pre-configured Windows package: The new raylib portable and self-contained Windows package for raylib 5.5, intended for nobel devs that start in programming world, comes with one big addition: support for C code building for Web platform with one-single-mouse-click! For the last 10 years, the pre-configured raylib Windows package allowed to edit simple C projects on Notepad++ and easely compile Windows executables with an automatic script; this new release adds the possibility to compile the same C projects for Web platform with a simple mouse click. This new addition greatly simplifies C to WebAssembly project building for new users. The raylib Windows Installer package can be downloaded for free from raylib on itch.io. * NEW raylib project creator tool: A brand new tool developed to help raylib users to setup new projects in a professional way. raylib project creator generates a complete project structure with multiple build systems ready-to-use and GitHub CI/CD actions pre-configured. It only requires providing some C files and basic project parameters! The tools is free and open-source, and it can be used online!. * NEW Platform backend supported: RGFW: Thanks to the rcore platform-split implemented in raylib 5.0, adding new platforms backends has been greatly simplified, new backends can be added using provided template, self-contained in a single C module, completely portable. A new platform backend has been added: RGFW. RGFW is a new single-file header-only portable library (RGFW.h) intended for platform-functionality management (windowing and inputs); in this case for desktop platforms (Windows, Linux, macOS) but also for Web platform. It adds a new alternative to the already existing GLFW and SDL platform backends. * NEW Platform backend version supported: SDL3: Previous raylib 5.0 added support for SDL2 library, and raylib 5.5 not only improves SDL2 functionality, with several issues reviewed, but also adds support for the recently released big SDL update in years: SDL3. Now users can select at compile time the desired SDL version to use, increasing the number of potential platforms supported in the future! * NEW Retro-console platforms supported: Dreamcast, N64, PSP, PSVita, PS4: Thanks to the platform-split on raylib 5.0, supporting new platform backends is easier than ever! Along the raylib rlgl module support for the OpenGL 1.1 graphics API, it opened the door to multiple homebrew retro-consoles backend implementations! It's amazing to see raylib running on +20 year old consoles like Dreamcast, PSP or PSVita, considering the hardware constraints of those platforms and proves raylib outstanding versability! Those additional platforms can be found in separate repositories and have been created by the amazing programmer Antonio Jose Ramos Marquez (@psxdev). * NEW GPU Skinning support: After lots of requests for this feature, it has been finally added to raylib thanks to the contributor Daniel Holden (@orangeduck), probably the developer that has further pushed models animations with raylib, developing two amazing tools to visualize and test animations: GenoView and BVHView. Adding GPU skinning was a tricky feature, considering it had to be available for all raylib supported platforms, including limited ones like Raspberry Pi with OpenGL ES 2.0, where some advance OpenGL features are not available (UBO, SSBO, Transform Feedback) but a multi-platform solution was found to make it possible. A new example, models_gpu_skinning has been added to illustrate this new functionality. As an extra, previous existing CPU animation system has been greatly improved, multiplying performance by a factor (simplifiying required maths). * NEW raymath C++ operators: After several requested for this feature, C++ math operators for Vector2, Vector3, Vector4, Quaternion and Matrix has been added to raymath as an extension to current implementation. Despite being only available for C++ because C does not support it, these operators simplify C++ code when doing math operations. * Normals support on batching system * Clipboard images reading support * CRC32/MD5/SHA1 hash computation * Gamepad vibration support * Improved font loading (no GPU required) with BDF fonts support * Time-based camera movement * Improved GLTF animations loading * Sat Nov 18 2023 Michael Vetter <mvetter@suse.com> - 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 * Mon Mar 20 2023 Michael Vetter <mvetter@suse.com> - 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 users do not need to worry about reaching the internal render-batch limits when they send their triangles to draw 2d/3d, rlgl manages it automatically! This change allows a great simplification for other modules like rshapes, rtextures and rmodels that do not need to worry about bufffer overflows and can just define as many vertex as desired! * Reviewed rshapes module to minimize the rlgl dependency: Now rshapes 2d shapes drawing functions only depend on 6 low-level functions: rlBegin(), rlEnd(), rlVertex3f(), rlTexCoord2f(), rlNormal3f(), rlSetTexture(). With only those pseudo-OpenGl 1.1 minimal functionality, everything can be drawn! This improvement converts rshapes module in a self-contained, portable shapes-drawing library that can be used independently of raylib, as far as entry points for those 6 functions are provided by the user. It even allows to be used for software rendering, with the proper backend! * Added data structures validation functions: Multiple functions have been added by @RobLoach GitHub user to ease the validation of raylib data structures: IsImageReady(), IsTextureReady(), IsSoundReady()... Now users have a simple mechanism to make sure data has been correctly loaded, instead of checking internal structure values by themselfs. * Thu Nov 03 2022 Michael Vetter <mvetter@suse.com> - 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. * Fri Aug 12 2022 Michael Vetter <mvetter@suse.com> - 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 * Mon Feb 28 2022 Michael Vetter <mvetter@suse.com> - 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 * Wed May 19 2021 Ferdinand Thiessen <rpm@fthiessen.de> - Update to 3.7.0 * rlgl module for greater abstraction level. Now rlgl functionality is self-contained in the module and used by higher-level layers, * Multiple rlgl functions have been renamed for consistency * A new API has been added, more comprehensive and better integrated with raylib, the new stereo rendering can be combined with RenderTexture and Shader API allowing the user to manage fbo and distortion shader directly. * New file access callbacks system. * glTF animations support. * raylib supports music streamming from memory data for all supported file formats: WAV, OGG, MP3, FLAC, XM and MOD. * Most raylib enums names and values names have been renamed for consistency, now all value names start with the type of data they represent. * See: https://github.com/raysan5/raylib/blob/3.7.0/CHANGELOG - Drop raylib-3.0.0-noexamples.patch - Edit _service: * Exclude examples as they are licensed under unsupported licenses (Upstream does not provid the -noexamples package anymore) * Mon Jan 04 2021 Michael Vetter <mvetter@suse.com> - 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. * Improved software rendering: raylib Image*() API is intended for software rendering, for those cases when no GPU or no Window is available. Those functions operate directly with multi-format pixel data on RAM and they have been completely redesigned to be way faster, specially for small resolutions and retro-gaming. Low-end embedded devices like microcontrollers with custom displays could benefit of this raylib functionality! * File loading from memory: Multiple functions have been redesigned to load data from memory buffers instead of directly accessing the files, now all raylib file loading/saving goes through a couple of functions that load data into memory. This feature allows custom virtual-file-systems and it gives more control to the user to access data already loaded in memory (i.e. images, fonts, sounds...). * NEW Window states management system: raylib core module has been redesigned to support Window state check and setup more easily and also before/after Window initialization, SetConfigFlags() has been reviewed and SetWindowState() has been added to control Window minification, maximization, hidding, focusing, topmost and more. * For details see CHANGELOG file * Wed Apr 29 2020 Michael Vetter <mvetter@suse.com> - 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. * Wed Apr 29 2020 Scott Young <dev@iotib.net> - Added missing development header files.
/usr/include/raylib.h /usr/include/raymath.h /usr/include/rlgl.h /usr/lib/cmake/raylib /usr/lib/cmake/raylib/raylib-config-version.cmake /usr/lib/cmake/raylib/raylib-config.cmake /usr/lib/libraylib.so /usr/lib/pkgconfig/raylib.pc /usr/share/doc/packages/raylib-devel /usr/share/doc/packages/raylib-devel/CHANGELOG /usr/share/doc/packages/raylib-devel/README.md
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