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<title>I Like Trains/test, 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>
<link rel='alternate' type='text/html' href='http://git.randomdan.homeip.net/repo/ilt/commit/?id=30fcb8bce7b60b6754a0d35f2f15b627d0fba4cb'/>
<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>Add helper to Decompose a member pointer</title>
<updated>2026-04-01T13:21:10Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan.goodliffe@octal.co.uk</email>
</author>
<published>2026-04-01T13:21:10Z</published>
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<id>urn:sha1:6635cee143eb4cf3882bac519b8c12b83b62de62</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 (out of date buffer data)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>Improve light approximations in LightDirection</title>
<updated>2026-03-26T20:46:58Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-26T20:46:58Z</published>
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<id>urn:sha1:947319e25e49027d77543ae5c6f6c01d451a8926</id>
<content type='text'>
Twilight replaces astronomical twilight to give a longer fade. Astronomical
twilight is only the darkest part of twilight, which we had skipped right to.
Fixes directional light amount to only be affected by the sun's passing
below th horizon, not it's whole height above it.
Adds a rough approximation of the amount of atmosphere scattering of
directional light (I made this calculation up)
</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>Switch frame and render buffer to DSA helpers</title>
<updated>2026-03-10T01:51:38Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-10T01:51:38Z</published>
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<id>urn:sha1:78b4b043a4fe6be84dd36717c832951a0a464f63</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Specialise glTexture::savePosition</title>
<updated>2026-03-09T12:18:59Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan.goodliffe@octal.co.uk</email>
</author>
<published>2026-03-09T12:17:41Z</published>
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<id>urn:sha1:57b27dada7e6968a6081207d9b466bf7e842039b</id>
<content type='text'>
Normalises the range of position information into the range 0-255 so the
resulting image is remotely useful.
</content>
</entry>
<entry>
<title>Move all low level texture operations to DSA helpers in glTexture</title>
<updated>2026-03-08T16:02:56Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-08T16:02:56Z</published>
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<id>urn:sha1:00fc3cb9b2c06026fab0e4760609fe02e027b6df</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Replace gl_traits glTexParameter with glTexture::parameter DSA wrapper</title>
<updated>2026-03-07T14:21:21Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-07T14:21:21Z</published>
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<id>urn:sha1:fb16b42096b45f02a9b02bee38d5d3ead6d430b0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Replace glContainer with glAllocator</title>
<updated>2026-03-07T11:42:46Z</updated>
<author>
<name>Dan Goodliffe</name>
<email>dan@randomdan.homeip.net</email>
</author>
<published>2026-03-07T11:42:46Z</published>
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<id>urn:sha1:c89a633f59d0e393695c10f28c4ba8635eadffba</id>
<content type='text'>
glContainer is no longer required, as we can use std::vector with a
custom allocator which uses OpenGL buffers for storage. Minor irritation
is that the mapped buffers aren't guaranteed to be flushed in the tests,
so sometimes we're missing bits in a test render.
</content>
</entry>
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