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<title>I Like Trains/gfx/gl, branch main</title>
<subtitle>The I Like Trains game</subtitle>
<id>http://git.randomdan.homeip.net/repo/ilt/atom?h=main</id>
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<updated>2026-04-01T19:21:23Z</updated>
<entry>
<title>Have Renderable manage all instance lights</title>
<updated>2026-04-01T19:21:23Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-04-01T19:21:23Z</published>
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<id>urn:sha1:30fcb8bce7b60b6754a0d35f2f15b627d0fba4cb</id>
<content type='text'>
Spot and point lights now existing in Renderable, the vertex data
contains the owning parent object's index in CommonLocationData, the
render step is just a single draw call.
</content>
</entry>
<entry>
<title>Fix VertexArrayConfigurator with derived classes</title>
<updated>2026-04-01T13:24:09Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan.goodliffe@octal.co.uk</email>
</author>
<published>2026-04-01T13:24:09Z</published>
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<id>urn:sha1:e3e84d182d4d7ecffecf004f3cfd35f7b87df199</id>
<content type='text'>
Fixing passing a pointer to member of base class; previously the offset
was deduced relative to the structure it was in, not the vertex as a
whole.
</content>
</entry>
<entry>
<title>Move light vertex structs out</title>
<updated>2026-03-30T23:45:41Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-30T23:45:41Z</published>
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<id>urn:sha1:c29c04aa3caf6487b127c87dc42fc293f354a85d</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use a single buffer for the location/rotation data of all renderable objects</title>
<updated>2026-03-30T23:37:24Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan.goodliffe@octal.co.uk</email>
</author>
<published>2026-03-30T12:04:36Z</published>
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<id>urn:sha1:fb78c88576d9fed90ee69dfa35a9fbd3179ff486</id>
<content type='text'>
Removes the BufferedLocation and BufferedLocationUpdater mess.
Note: appears to break bogie rendering in asset factory test only, same
symptom as broken network render test? (out of date buffer data)
</content>
</entry>
<entry>
<title>Use uint32_t for indexes in InstanceVertices</title>
<updated>2026-03-29T23:50:50Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-29T23:50:50Z</published>
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<id>urn:sha1:49d0393775d49db58f48cad6953d5cb8cd225431</id>
<content type='text'>
Passable to GLSL and more than big enough
</content>
</entry>
<entry>
<title>glAllocator revamp</title>
<updated>2026-03-15T02:15:41Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-15T02:15:41Z</published>
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<id>urn:sha1:200b96d780598fe5ec59f2fc7e2e3eb6ac69d0de</id>
<content type='text'>
Remove the map of buffers, now a fat pointer containing the buffer's
name. This is accessible via the container's begin/end iterator. Move
the bulk of the logic out of the template, it's mostly void * from the
mapping anyway. Add allocate_at_least support.
</content>
</entry>
<entry>
<title>Add missing algorithm include</title>
<updated>2026-03-15T02:11:09Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-15T02:11:09Z</published>
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<id>urn:sha1:97ea2885949d59854700c83d53341f7b46d5b946</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Avoid UB in calculating member offset</title>
<updated>2026-03-15T02:00:03Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-15T02:00:03Z</published>
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<id>urn:sha1:92bec5a5a629ac0e82d3ac91a46ff19b78816b52</id>
<content type='text'>
Bit hacky; local dummy var to base a fake pointer on.
</content>
</entry>
<entry>
<title>Shared VAO for all 3 parts of RailVehicleClass</title>
<updated>2026-03-12T01:15:26Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-12T01:15:26Z</published>
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<id>urn:sha1:6d9d393ae60bfc6b2625a5540cd60ffed478aa13</id>
<content type='text'>
Rearranges its LocationVertex to be 3 repeated Parts. Adds helpers to
glvglVertexArray for useBuffer with various offsets. Render is then an
iteration of the meshes and the location data at the nth offset.
</content>
</entry>
<entry>
<title>Add missing typename exporting base::value_type from InstanceVertices</title>
<updated>2026-03-11T20:26:39Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-11T20:26:39Z</published>
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<id>urn:sha1:7eff419fcf48a41493ab2ad37886f112b574b0de</id>
<content type='text'>
</content>
</entry>
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