Commit message (Collapse) | Author | Age | |
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* | Add a foliage vertex array for just the location data | Dan Goodliffe | 2024-08-26 |
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* | Include sizes of shadow box extents as uniforms to shaders | Dan Goodliffe | 2024-08-26 |
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* | test-render loads all assets into gameState | Dan Goodliffe | 2024-08-26 |
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* | Persist a single ShadowStenciller within ShadowMapper | Dan Goodliffe | 2024-08-19 |
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* | Shuffle some GL state setting | Dan Goodliffe | 2024-08-19 |
| | | | | | Ensures the right things are set at the right times, it's more calls but its less prone to randomly getting screwed over. Also updates the comments about which phases do what. | ||
* | Update asset stencils from shadow mapper | Dan Goodliffe | 2024-08-18 |
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* | Add updateStencil to Renderable interface | Dan Goodliffe | 2024-08-18 |
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* | Populate GameState::assets in appropriate tests | Dan Goodliffe | 2024-08-18 |
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* | Offset shaded position to reduce chance of self-shadowing | Dan Goodliffe | 2024-08-18 |
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* | Replace low poly plants with the double sided version | Dan Goodliffe | 2024-08-18 |
| | | | | Avoids culling half the trees | ||
* | Calculate centre and size of mesh, wrap it all in a Dimensions object | Dan Goodliffe | 2024-08-11 |
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* | Use texture alpha in shadow stencil | Dan Goodliffe | 2024-08-10 |
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* | Use mesh extents for shadow stencil extents | Dan Goodliffe | 2024-08-10 |
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* | Calculate and store the extents of a mesh | Dan Goodliffe | 2024-08-10 |
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* | Initial commit of basic shadow depth map creation | Dan Goodliffe | 2024-08-10 |
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* | Fix texture usage via materials in shadows | Dan Goodliffe | 2024-08-10 |
| | | | | | This is a mess of a commit much like the shader folder, need a better way of dealing with them. | ||
* | Pull material detail function into a common file | Dan Goodliffe | 2024-08-10 |
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* | Pull material lookup functions into a common file | Dan Goodliffe | 2024-08-10 |
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* | Add a tree to the test render scene | Dan Goodliffe | 2024-08-10 |
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* | Create standalone composed shader file and format it and the C++ code | Dan Goodliffe | 2024-08-10 |
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* | Reduce the amount of unnecessary rebuilds on shader source changes | Dan Goodliffe | 2024-08-10 |
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* | Simplify in/out in materialInterface | Dan Goodliffe | 2024-08-10 |
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* | Apply StdTypeDefs for Texture | Dan Goodliffe | 2024-08-10 |
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* | Add missing truthy/falsy operators to AnyPtr | Dan Goodliffe | 2024-08-10 |
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* | Specific exception for shader compile error | Dan Goodliffe | 2024-08-04 |
| | | | | Outputs more details, including shader source | ||
* | Help exception class for lazy/cached message content | Dan Goodliffe | 2024-08-04 |
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* | Split CheckShaderError into shader/program versions | Dan Goodliffe | 2024-08-03 |
| | | | | They're similar, but need splitting for better diagnostics | ||
* | Creating a program with no shaders is not valid | Dan Goodliffe | 2024-07-20 |
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* | Build cpp parts of ImGui | Dan Goodliffe | 2024-07-07 |
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* | Update Doxyfile, remove comments, exclude thirdparty dir | Dan Goodliffe | 2024-07-07 |
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* | Simplify setup of uniform locations and containing programs | Dan Goodliffe | 2024-07-07 |
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* | Add shadow shader which takes into account texture transparency | Dan Goodliffe | 2024-07-07 |
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* | Merge branch 'imgui' | Dan Goodliffe | 2024-07-07 |
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| * | Replace deprecated GL_QUADS usage in text rendering | Dan Goodliffe | 2024-07-06 |
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| * | Fix up perf tests in light of window management changes | Dan Goodliffe | 2024-07-05 |
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| * | Re-add testHelpers.h | Dan Goodliffe | 2024-07-02 |
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| * | Psycho-rebased branch imgui on top of main | Dan Goodliffe | 2024-07-02 |
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| | * | Build ImGui as a static library | Dan Goodliffe | 2024-06-24 |
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| | * | Use shared installed libraries explicitly | Dan Goodliffe | 2024-06-24 |
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| | * | Don't process input events which ImGui handled | Dan Goodliffe | 2024-06-24 |
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| | * | Integrate ImGUI main calls | Dan Goodliffe | 2024-06-16 |
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| | * | Disable saving settings automagically | Dan Goodliffe | 2024-06-16 |
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| | * | Remove initialisation order debug | Dan Goodliffe | 2024-06-16 |
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| | * | Move main application loop into the library | Dan Goodliffe | 2024-06-15 |
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| | * | First cut reshuffling app/window/gl/render bits | Dan Goodliffe | 2024-06-15 |
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| | * | Add imgui init and shutdown to appbase and gamemainwindow | Dan Goodliffe | 2024-06-05 |
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| | * | Build and link imgui with sdl2 and opengl2 backends | Dan Goodliffe | 2024-06-05 |
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| | * | Add imgui submodule, latest version, docking branch | Dan Goodliffe | 2024-06-05 |
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* | | | Replace deprecated GL_QUADS usage in text rendering | Dan Goodliffe | 2024-07-06 |
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* | | Add an InstanceVertices partition perf test | Dan Goodliffe | 2024-06-30 |
| | | | | | | | | | | | | | | | | | | Summary: * Given a trivially simple condition, like a bounding box, over 1 million items can be partitioned in under 3ms. * Parallel algorithms reduce that a little but are only effective with volumes in excess ~200k, this might be better with a more complex condition/predicate. |