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Commit message (Expand)AuthorAge
* Remove (as yet) unused members from CameraDan Goodliffe2023-03-19
* Use OpenMesh built-in to calculate face centreDan Goodliffe2023-03-19
* Dedupe vertices during asset factory mesh buildDan Goodliffe2023-03-19
* Add defaulted Vertex equality operatorDan Goodliffe2023-03-19
* Make Vertex aggregrate constructor conditional on requirementDan Goodliffe2023-03-19
* Add aggregrate constructor to TexturePacker::Area as requiredDan Goodliffe2023-03-19
* Make perf tests depend on their functional equivalentDan Goodliffe2023-03-19
* Use halfedge for texture coordinatesDan Goodliffe2023-03-18
* Use indices instead of triangulationDan Goodliffe2023-03-18
* Fix texture packer return value so positions match inputsDan Goodliffe2023-03-17
* Allow overriding vectorOfN's returned typeDan Goodliffe2023-03-17
* Update test/fixture/resource dependenciesDan Goodliffe2023-03-17
* Simplify calculation of texture position fractionDan Goodliffe2023-03-16
* Allow specifiying the texture type/targetDan Goodliffe2023-03-16
* Populate super texture with fragmentsDan Goodliffe2023-03-15
* Texture member to save the texture as a TGADan Goodliffe2023-03-15
* Add support for setting Texture options on constructionDan Goodliffe2023-03-15
* Support creating a super texture from fragmentsDan Goodliffe2023-03-14
* Add postLoad support to persistenceDan Goodliffe2023-03-14
* Globally enable GLM vector swizzlesDan Goodliffe2023-03-14
* Basic fragment ahader should use final colour to determine clear flagDan Goodliffe2023-03-14
* Dedupe applying style to a faceDan Goodliffe2023-03-12
* Dedupe looking up the style stack for colourDan Goodliffe2023-03-12
* Support loading texture references into facesDan Goodliffe2023-03-12
* Support loading references to texture fragmentsDan Goodliffe2023-03-12
* Initial version of texture packerDan Goodliffe2023-03-11
* CLOG includes line numberDan Goodliffe2023-03-11
* Swap messy glmvec wrapper for OpenMesh Point/Normal with real glm::vec and a ...Dan Goodliffe2023-03-10
* Inplace operator%= for vec3/mat4 mutationDan Goodliffe2023-03-10
* Mutation persists its own membersDan Goodliffe2023-03-10
* Merge branch 'model-factory-fixup'Dan Goodliffe2023-03-09
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| * Rewrite asset factory cylinder generatorDan Goodliffe2023-03-09
| * Make add_namedFace a thin template wrapperDan Goodliffe2023-03-09
| * Refactor of asset factory to address mutation/face controller logicDan Goodliffe2023-03-09
| * Hugely more detailed Brush47 model and revision to test case detailsDan Goodliffe2023-03-09
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* Add a generic persistence perf testDan Goodliffe2023-03-05
* Move persistence test objects to test libraryDan Goodliffe2023-03-05
* Unify asset factory perf tests as it's now a combined load/create operationDan Goodliffe2023-03-05
* Replace SelectionT for glm::vec with one for std::span, reimplement it as a w...Dan Goodliffe2023-03-05
* Merge branch 'model-factory'Dan Goodliffe2023-03-05
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| * Remove old hard coded asset factory test, run entirely from XML load and rend...Dan Goodliffe2023-03-04
| * Default RailVehicle bogie positions according to class wheelBaseDan Goodliffe2023-03-04
| * RailVehicleClass now renders bogie shadows as well as bodyDan Goodliffe2023-03-04
| * DynamicPoint shadow render now supports updating the position without calling...Dan Goodliffe2023-03-04
| * Load length, wheelBase and maxSpeed RailVehicleClass properties from XMLDan Goodliffe2023-03-04
| * RailVehicleClass texture might be nullDan Goodliffe2023-03-04
| * Support and load factory asset directly into a RailVehicleClass instanceDan Goodliffe2023-03-04
| * Add Asset helpers to construct OpenGL ready meshes from Asset Factory meshes ...Dan Goodliffe2023-03-04
| * Split Asset into its own fileDan Goodliffe2023-03-03
| * Don't leak root node when parsing XMLDan Goodliffe2023-03-02