Commit message (Collapse) | Author | Age | |
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* | Display on what/where we clicked in the main window | Dan Goodliffe | 2022-01-03 |
| | | | | Just debug for now... never likely to last | ||
* | Support for querying terrain height in GeoData | Dan Goodliffe | 2022-01-03 |
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* | More complete and tested stream output support | Dan Goodliffe | 2022-01-03 |
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* | Add transform_array | Dan Goodliffe | 2022-01-03 |
| | | | | Wraps std::transform to transform one array into another. | ||
* | Encapsulate Ray | Dan Goodliffe | 2022-01-02 |
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* | No need to pass GameState around, it has a global pointer | Dan Goodliffe | 2022-01-02 |
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* | Replace include guard macros with pragma once | Dan Goodliffe | 2022-01-02 |
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* | Separate geographic data (GeoData) from its visual representation(s) (Terrain) | Dan Goodliffe | 2022-01-02 |
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* | Use Cache system to persist font rendering for Text | Dan Goodliffe | 2022-01-02 |
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* | Cache allows multiple key parts | Dan Goodliffe | 2022-01-01 |
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* | Don't forward declare Cache | Dan Goodliffe | 2022-01-01 |
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* | Generic solution for glGen/glDel arrays, then tidy-up the uses | Dan Goodliffe | 2022-01-01 |
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* | First iteration with font/text support | Dan Goodliffe | 2022-01-01 |
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* | Add glm::vec concatenation operator|| | Dan Goodliffe | 2021-12-31 |
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* | Add operator-> to glRef for pointer types | Dan Goodliffe | 2021-12-31 |
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* | Allow glBuffers and glVertexArrays to be moved | Dan Goodliffe | 2021-12-31 |
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* | Remove unnecessary initialiser | Dan Goodliffe | 2021-12-31 |
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* | Allow glRef to accept lambdas | Dan Goodliffe | 2021-12-31 |
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* | Initial implementation for being able to click in the main window to select ↵ | Dan Goodliffe | 2021-12-28 |
| | | | | something | ||
* | Component position mouse click check should only match mouse button events | Dan Goodliffe | 2021-12-22 |
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* | RAII for glVertex and glBuffer | Dan Goodliffe | 2021-12-22 |
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* | Initial commit with some basic UI | Dan Goodliffe | 2021-12-22 |
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* | Window handles UIComponent rendering | Dan Goodliffe | 2021-12-18 |
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* | Need a way to select the UI shader | Dan Goodliffe | 2021-12-18 |
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* | Simpler testing rule | Dan Goodliffe | 2021-12-18 |
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* | Profile build should be lto too | Dan Goodliffe | 2021-12-18 |
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* | Push uiShader into the window class | Dan Goodliffe | 2021-12-18 |
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* | Single glContext shared between windows | Dan Goodliffe | 2021-12-14 |
| | | | | Created by the first window, includes simplified refresh/render for single control point | ||
* | Refactor to start splitting out UI components | Dan Goodliffe | 2021-12-13 |
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* | Move TickDuration to its own files | Dan Goodliffe | 2021-12-13 |
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* | Introduce the UI shader | Dan Goodliffe | 2021-12-12 |
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* | Move program handle to its own files | Dan Goodliffe | 2021-12-12 |
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* | Split 3D specifics of programs out of a base class | Dan Goodliffe | 2021-12-12 |
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* | Move GL shared source into it's own class/file | Dan Goodliffe | 2021-12-12 |
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* | Move generic constexpr_strlen to lib | Dan Goodliffe | 2021-12-12 |
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* | glm::value_ptr is neater | Dan Goodliffe | 2021-12-12 |
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* | Refactor wrapped_ptr to include destory function as template param, and ↵ | Dan Goodliffe | 2021-12-04 |
| | | | | possibly constructor function | ||
* | GCC 11 now default | Dan Goodliffe | 2021-12-04 |
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* | Fix up all remaining warnings | Dan Goodliffe | 2021-11-28 |
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* | No global static for factory map | Dan Goodliffe | 2021-11-28 |
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* | Fix up lots of static analyzer warnings | Dan Goodliffe | 2021-11-27 |
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* | Enable all Jason Turner recommended warnings | Dan Goodliffe | 2021-11-26 |
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* | Don't run the app by default | Dan Goodliffe | 2021-11-26 |
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* | Don't build the application into the library | Dan Goodliffe | 2021-11-26 |
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* | Compile generated/external code as release | Dan Goodliffe | 2021-11-26 |
| | | | | Moves stb stuff to .c then all .ll and .c built release mode, neatly disables all the warnings | ||
* | Include stb directly | Dan Goodliffe | 2021-11-25 |
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* | Always build ilt library shared | Dan Goodliffe | 2021-11-25 |
| | | | | It will contain everything, the exe will be just a stub/wrapper | ||
* | Add slope colouring to terrain shader | Dan Goodliffe | 2021-11-25 |
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* | Transform obj to ILT was a static mat4 | Dan Goodliffe | 2021-11-16 |
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* | Swap y,z axis | Dan Goodliffe | 2021-11-16 |
| | | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared. |