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f4a71b1337 | 12 months ago | |
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unicode | 9 years ago | |
README.footer.md | 3 years ago | |
README.header.md | 12 months ago | |
README.list | 1 year ago | |
build_matrix.c | 5 years ago | |
easy_font_maker.c | 10 years ago | |
make_readme.c | 3 years ago | |
make_readme.dsp | 10 years ago | |
mr.bat | 11 years ago | |
trailing_whitespace.c | 5 years ago | |
unicode.c | 7 years ago |
README.list
stb_vorbis.c | audio | decode ogg vorbis files from file/memory to float/16-bit signed output stb_hexwave.h | audio | audio waveform synthesizer stb_image.h | graphics | image loading/decoding from file/memory: JPG, PNG, TGA, BMP, PSD, GIF, HDR, PIC stb_truetype.h | graphics | parse, decode, and rasterize characters from truetype fonts stb_image_write.h | graphics | image writing to disk: PNG, TGA, BMP stb_image_resize2.h | graphics | resize images larger/smaller with good quality stb_rect_pack.h | graphics | simple 2D rectangle packer with decent quality stb_perlin.h | graphics | perlin's revised simplex noise w/ different seeds stb_ds.h | utility | typesafe dynamic array and hash tables for C, will compile in C++ stb_sprintf.h | utility | fast sprintf, snprintf for C/C++ stb_textedit.h | user interface | guts of a text editor for games etc implementing them from scratch stb_voxel_render.h | 3D graphics | Minecraft-esque voxel rendering "engine" with many more features stb_dxt.h | 3D graphics | Fabian "ryg" Giesen's real-time DXT compressor stb_easy_font.h | 3D graphics | quick-and-dirty easy-to-deploy bitmap font for printing frame rate, etc stb_tilemap_editor.h | game dev | embeddable tilemap editor stb_herringbone_wang_tile.h | game dev | herringbone Wang tile map generator stb_c_lexer.h | parsing | simplify writing parsers for C-like languages stb_divide.h | math | more useful 32-bit modulus e.g. "euclidean divide" stb_connected_components.h | misc | incrementally compute reachability on grids stb_leakcheck.h | misc | quick-and-dirty malloc/free leak-checking stb_include.h | misc | implement recursive #include support, particularly for GLSL