Commit message (Collapse) | Author | Age | |
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* | Update Brush47 with yellow cab parts and window texture | Dan Goodliffe | 2023-04-08 |
| | | | | Note: side window distorted still. | ||
* | Remove no longer required getAdjacentFaceName | Dan Goodliffe | 2023-04-08 |
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* | Generate extrusion face names from halfedge adjacent face names | Dan Goodliffe | 2023-04-08 |
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* | Remember the name of the adjacent face of each halfedge of each named face | Dan Goodliffe | 2023-04-08 |
| | | | | | Used when extruding to remember what the new face name will be, even after the adjacent face has been removed/replaced/split/etc | ||
* | Extend face controller to support splitting a face along a plane | Dan Goodliffe | 2023-04-07 |
| | | | | Individual parts of the splits faces can then be styled separately | ||
* | Add timeouts to asset factory tests | Dan Goodliffe | 2023-04-07 |
| | | | | Yes, I made some infinite loops a few times | ||
* | Add helper for iterating over a range defined by a pair of iterators | Dan Goodliffe | 2023-04-07 |
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* | Apply styles in first loop over controlled faces | Dan Goodliffe | 2023-03-21 |
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* | Move smooth property into Style and make it optional | Dan Goodliffe | 2023-03-20 |
| | | | | This allows it to cascade down as faces are created and also be overridden as required | ||
* | Add persistence support for std::optional<>s | Dan Goodliffe | 2023-03-20 |
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* | Lazy initialisation of SelectionPtr in persistValue | Dan Goodliffe | 2023-03-20 |
| | | | | Always needed for write phase, but only need on read if their's a name match. | ||
* | Slightly tidier FaceController? It's still a mess | Dan Goodliffe | 2023-03-20 |
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* | Support applying a single face controller to multiple faces | Dan Goodliffe | 2023-03-20 |
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* | Fix left/right swap of cuboid face names | Dan Goodliffe | 2023-03-20 |
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* | Fix some name shadowing in FaceController | Dan Goodliffe | 2023-03-20 |
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* | Remove (as yet) unused members from Camera | Dan Goodliffe | 2023-03-19 |
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* | Use OpenMesh built-in to calculate face centre | Dan Goodliffe | 2023-03-19 |
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* | Dedupe vertices during asset factory mesh build | Dan Goodliffe | 2023-03-19 |
| | | | | This calls Vertex::== far too many times, but it's not (yet) enough to be a problem | ||
* | Add defaulted Vertex equality operator | Dan Goodliffe | 2023-03-19 |
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* | Make Vertex aggregrate constructor conditional on requirement | Dan Goodliffe | 2023-03-19 |
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* | Add aggregrate constructor to TexturePacker::Area as required | Dan Goodliffe | 2023-03-19 |
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* | Make perf tests depend on their functional equivalent | Dan Goodliffe | 2023-03-19 |
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* | Use halfedge for texture coordinates | Dan Goodliffe | 2023-03-18 |
| | | | | More unique than vertex as it is also per face, allowing for a different texture on adjacent faces | ||
* | Use indices instead of triangulation | Dan Goodliffe | 2023-03-18 |
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* | Fix texture packer return value so positions match inputs | Dan Goodliffe | 2023-03-17 |
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* | Allow overriding vectorOfN's returned type | Dan Goodliffe | 2023-03-17 |
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* | Update test/fixture/resource dependencies | Dan Goodliffe | 2023-03-17 |
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* | Simplify calculation of texture position fraction | Dan Goodliffe | 2023-03-16 |
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* | Allow specifiying the texture type/target | Dan Goodliffe | 2023-03-16 |
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* | Populate super texture with fragments | Dan Goodliffe | 2023-03-15 |
| | | | | | This is kinda buggy due to TexturePacker sorting its input array and the client having no idea the order of the results. | ||
* | Texture member to save the texture as a TGA | Dan Goodliffe | 2023-03-15 |
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* | Add support for setting Texture options on construction | Dan Goodliffe | 2023-03-15 |
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* | Support creating a super texture from fragments | Dan Goodliffe | 2023-03-14 |
| | | | | Currently makes wild assumptions about vertices and doesn't actually populate the texture, it's just grey | ||
* | Add postLoad support to persistence | Dan Goodliffe | 2023-03-14 |
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* | Globally enable GLM vector swizzles | Dan Goodliffe | 2023-03-14 |
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* | Basic fragment ahader should use final colour to determine clear flag | Dan Goodliffe | 2023-03-14 |
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* | Dedupe applying style to a face | Dan Goodliffe | 2023-03-12 |
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* | Dedupe looking up the style stack for colour | Dan Goodliffe | 2023-03-12 |
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* | Support loading texture references into faces | Dan Goodliffe | 2023-03-12 |
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* | Support loading references to texture fragments | Dan Goodliffe | 2023-03-12 |
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* | Initial version of texture packer | Dan Goodliffe | 2023-03-11 |
| | | | | | Determines where a collection of smaller textures can be tiled into a single bigger image. Probably non-optimal. | ||
* | CLOG includes line number | Dan Goodliffe | 2023-03-11 |
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* | Swap messy glmvec wrapper for OpenMesh Point/Normal with real glm::vec and a ↵ | Dan Goodliffe | 2023-03-10 |
| | | | | | | custom vector_traits implementation Simplify code previously messy as a result of the original hack. | ||
* | Inplace operator%= for vec3/mat4 mutation | Dan Goodliffe | 2023-03-10 |
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* | Mutation persists its own members | Dan Goodliffe | 2023-03-10 |
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* | Merge branch 'model-factory-fixup' | Dan Goodliffe | 2023-03-09 |
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| * | Rewrite asset factory cylinder generator | Dan Goodliffe | 2023-03-09 |
| | | | | | | | | | | Fixes duplication of sincos to get circumference and vertex duplication breaking smooth edge shading. | ||
| * | Make add_namedFace a thin template wrapper | Dan Goodliffe | 2023-03-09 |
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| * | Refactor of asset factory to address mutation/face controller logic | Dan Goodliffe | 2023-03-09 |
| | | | | | | | | | | | | | | | | | | Fixes issue where face controller extrusions applied to a rotated or scaled mesh would be applied incorrectly. Now we create the mesh at the origin, deform it as required (scale), apply face controllers and finally relocate it as required (position and rotation). A relative level of detail is cascade into the generation for shapes like cylinder, which generate fewer faces for small objects. | ||
| * | Hugely more detailed Brush47 model and revision to test case details | Dan Goodliffe | 2023-03-09 |
|/ | | | | | | Specifically, this includes the buffer block, which is a rotated cuboid with an extrusion. This feature breaks the current mesh creation code... Fix coming up. |