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Commit message (Expand)AuthorAge
* Support setting vertex attrib divisorDan Goodliffe2023-04-19
* Enable all vertex array attribs configured by vertexAttribFuncDan Goodliffe2023-04-19
* Persist vertexArrayId across multiple callsDan Goodliffe2023-04-19
* Add basic instanced shader to those which get the viewProjection configuredDan Goodliffe2023-04-19
* Fix type of basic instanced shaderDan Goodliffe2023-04-19
* Export mesh size and primitive typeDan Goodliffe2023-04-19
* Fixup vertexAttribFunc for matricesDan Goodliffe2023-04-19
* Drop performance debug to warning and stop disabling error checking for textu...Dan Goodliffe2023-04-19
* Fix location of model matrix in vertex shaderDan Goodliffe2023-04-18
* Specialize vertexAttribFunc for matrices because there's an upper limit of si...Dan Goodliffe2023-04-18
* Separate storing of mesh vertex/index data from configuring VAODan Goodliffe2023-04-17
* Revamp how VertexArrayObject configures attributes and dataDan Goodliffe2023-04-17
* Fix up the way spotlight shader worksDan Goodliffe2023-04-17
* Assets moved to global game stateDan Goodliffe2023-04-17
* Create a large test forestDan Goodliffe2023-04-17
* First cut of instance vertices and proxyDan Goodliffe2023-04-17
* Add the dynamicPoint shader for instancingDan Goodliffe2023-04-15
* Rename lots of shader filesDan Goodliffe2023-04-15
* Merge branch 'assimp'Dan Goodliffe2023-04-14
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| * Add an asset template and use it to define all the foliage assets in the plan...Dan Goodliffe2023-04-14
| * Remove the old .obj load, assets and supporting stuffDan Goodliffe2023-04-14
| * Load all assets in red dir with asset factoryDan Goodliffe2023-04-14
| * Use asset factory models in test-renderDan Goodliffe2023-04-14
| * Handle different mapmodes in basic shaderDan Goodliffe2023-04-14
| * Write applicable Texture Options into texture atlas texture dataDan Goodliffe2023-04-14
| * Pass texture fragment mapmode to texture atlasDan Goodliffe2023-04-14
| * Adjust test render view to get a closer view of our treeDan Goodliffe2023-04-14
| * Configure texture fragment mapmode from materialDan Goodliffe2023-04-14
| * Define our own enum for texture mapmodeDan Goodliffe2023-04-14
| * Create texture fragments from materialsDan Goodliffe2023-04-14
| * Set GL_PACK_ALIGNMENT before saving texture to fit buffer correctlyDan Goodliffe2023-04-14
| * Merge branch 'worker' into assimpDan Goodliffe2023-04-14
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| | * Load texture images in WorkerDan Goodliffe2023-04-14
| | * Current thread partakes in work effort while waitingDan Goodliffe2023-04-14
| | * Simplify doWork, add tests for various interface usesDan Goodliffe2023-04-14
| | * New WorkItem/job/promise/future based interfaceDan Goodliffe2023-04-14
| | * Simplify worker with jthreadDan Goodliffe2023-04-14
| | * Global worker instanceDan Goodliffe2023-04-14
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| * Externalise a neater definition of TGAHeadDan Goodliffe2023-04-14
| * No need to pass size around, we can get it back from the textureDan Goodliffe2023-04-14
| * Extend timeout... this can be a bit slow nowDan Goodliffe2023-04-14
| * Have texture packer search harder for a solution, stopping at the reported te...Dan Goodliffe2023-04-14
| * Reduce texture size determined by packer if non-pot sizes are supportedDan Goodliffe2023-04-14
| * Merge branch 'materials' into assimpDan Goodliffe2023-04-13
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| | * Fix typo in name SceneCPtrDan Goodliffe2023-04-13
| | * Rename clear to opaque as its 1 for solidDan Goodliffe2023-04-13
| | * Adjust gl_FragDepth according to texel opacityDan Goodliffe2023-04-13
| | * Use texture atlas for asset factoryDan Goodliffe2023-04-13
| | * Add missing forward declarationDan Goodliffe2023-04-13
| | * Update shaders to use material to conditionally lookup sub-texture in the atlasDan Goodliffe2023-04-13