* use travis to select clang/gcc, upgrade xcode
* where does this go
* where does this go
* - libc++-dev
* bleh
* config
* test
* enable SDL for all travis builds (because -test depends on it)
* libsdl2 dep
* - libc++-dev dep
* add glm lib in vendor folder
* fix makefile
* add more help and context to emscripten readme
* add correct output parameter to emcc
* add how to restart the process to the readme
* simplify emscripten compilation
* apply patch
* fix blur shaders to work with WebGL
* Supports Multiple pass2 renderings.
My application (Silent Radiance) added projectM visualizers, but I needed support for VR.
So I added Renderer::RenderFrameOnlyPass1 and Renderer::RenderFrameOnlyPass2
This allows an offset in the screen output so the same image can be rendered twice very quickly.
I could have rendered to a buffer externally.
This is fed into the Raylib VR in my application to add the fisheye effect.
* Added an example of the VR
* Added multiple screen renderings for VR
Added a new way of rendering that allows multiple pass2's to be done: one per screen.
This allows for a second screen output, and VR. In fact I am using this for VR where I need a left and right eye on the same screen.
In order to do this, I sometimes have to set the viewport not starting at the upper left of the screen.
Added renderFrameOnlyPass2 - and an optional pipeline can be passed - this would be a pipeline when there is a transition from one visual to another. This can be called once per eye.
Finally, renderFrameEndOnSeparatePasses cleans up, does the fps control, statistics, etc.
This alternate rendering is as possible:
Pipeline pipeline;
Pipeline *comboPipeline;
comboPipeline = renderFrameOnlyPass1(&pipeline);
for each eye:
renderFrameOnlyPass2(comboPipeline,xoffset,yoffset,eye);
Then
renderFrameEndOnSeparatePasses(comboPipeline);
for the accounting and releasing the mutex
* Removed the duplication of code for VR.
* Removed the duplication of code for VR.