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* Use shared installed libraries explicitlyDan Goodliffe2024-06-24
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* Don't process input events which ImGui handledDan Goodliffe2024-06-24
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* Integrate ImGUI main callsDan Goodliffe2024-06-16
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* Disable saving settings automagicallyDan Goodliffe2024-06-16
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* Remove initialisation order debugDan Goodliffe2024-06-16
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* Move main application loop into the libraryDan Goodliffe2024-06-15
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* First cut reshuffling app/window/gl/render bitsDan Goodliffe2024-06-15
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* Add imgui init and shutdown to appbase and gamemainwindowDan Goodliffe2024-06-05
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* Build and link imgui with sdl2 and opengl2 backendsDan Goodliffe2024-06-05
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* Add imgui submodule, latest version, docking branchDan Goodliffe2024-06-05
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* Tidy many stringy messes with std::formatDan Goodliffe2024-06-04
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* Tidy of glRefDan Goodliffe2024-06-04
| | | | Still doesn't fix the weird LTO warning about uninitialised variables
* Replace messy uasprintf with std::formatDan Goodliffe2024-06-04
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* Assign an id to the root projectDan Goodliffe2024-06-04
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* Use thin LTODan Goodliffe2024-06-04
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* Remove unrequired includesDan Goodliffe2024-06-04
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* Fix accumulator parameter type for pass-thru in AssetFactory::loadAllDan Goodliffe2024-06-04
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* Remove fscanf and fixed buffers from AssetFactory::parseX11RGBDan Goodliffe2024-06-04
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* Avoid pointer arithmetic AssetFactory::parseColourDan Goodliffe2024-06-03
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* Disable -Wenum-constexpr-conversion in parts of enumDetails.hDan Goodliffe2024-06-01
| | | | The parts used for finding valid values trigger constexpr invalid values warnings.
* Reformat with new clang-formatDan Goodliffe2024-06-01
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* Add missing includeDan Goodliffe2024-06-01
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* Remove conflicting glm::vec operatorsDan Goodliffe2024-06-01
| | | | | | % and %= already exist and abusing them for simplifying perspective multiplication was always a bad idea. Here they just become named functions.
* Fix setting of pedantic warningsDan Goodliffe2024-06-01
| | | | | Disable for Clang, because annoyingly to treats preprocessor line numbers as a GNU extension and thus falls over when used with DistCC.
* Merge remote-tracking branch 'origin/terrain-surfaces'Dan Goodliffe2024-05-27
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| * Surface asset test doesn't need render dumpDan Goodliffe2024-05-27
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| * Remove abuse of std::adjacent_find from geoDataDan Goodliffe2024-05-25
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| * Remove abuse of std::adjacent_find from cylinderDan Goodliffe2024-05-25
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| * Update to std c++23 for good rangesDan Goodliffe2024-05-25
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| * Simplify new face split loopDan Goodliffe2024-04-26
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| * Set the face surface type when setting heightDan Goodliffe2024-04-26
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| * Don't return newly created faces from splitDan Goodliffe2024-04-26
| | | | | | | | | | It's not as simple as it looks as adjacent faces may also be split, making this a bit misleading.
| * Define some initial surface typesDan Goodliffe2024-04-18
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| * Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
| | | | | | | | Handles global position type, colourBias for surface types
| * Create terrain vertices per surface typeDan Goodliffe2024-04-12
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| * Introduce a basic terrain surface type assetDan Goodliffe2024-04-10
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| * Add GeoData face property for surface typeDan Goodliffe2024-04-08
|/ | | | Arbitrary int type for now.
* Merge branch 'separate-water'Dan Goodliffe2024-04-08
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| * Fix water texture wrapper in light of large position valuesDan Goodliffe2024-04-07
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| * Stripped down water vertex and simplified shadersDan Goodliffe2024-04-07
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| * Create water squares/polygons only where requiredDan Goodliffe2024-04-07
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| * Fix creating a flat terrain of exactly the requested sizeDan Goodliffe2024-04-07
| | | | | | | | Which must be a size of multiples of GRID_SIZE, 10m
| * Split water from terrainDan Goodliffe2024-04-06
|/ | | | Shares the geo data instance, and still has the same implementation at this stage.
* Merge remote-tracking branch 'origin/deform-terrain'Dan Goodliffe2024-04-04
|\ | | | | | | | | | | | | | | Two related issues remain: * Terrain self shadowing is common and handled poorly * Odd, but mathematically correct patterns/stripes in feature boundaries Neither of these relate directly to deformation.
| * Remove wireframe mode from test rendersDan Goodliffe2024-04-04
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| * Don't garbage collect the terrain meshDan Goodliffe2024-04-04
| | | | | | | | Use skipping iterators instead, GC would be implicit during save/load
| * Update normals only as requiredDan Goodliffe2024-04-04
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| * Tests for triangle helpersDan Goodliffe2024-04-02
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| * Boundary edge and one time split with repeated 4-way split of large facesDan Goodliffe2024-04-01
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| * Add lots of simple triangle property helpersDan Goodliffe2024-04-01
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