Commit message (Collapse) | Author | Age | |
---|---|---|---|
* | Simplify some logic with the triangle construct | Dan Goodliffe | 2023-11-04 |
| | |||
* | Rename TerrainMesh to GeoData to drop inplace | Dan Goodliffe | 2023-11-04 |
| | |||
* | Reformat test source | Dan Goodliffe | 2023-11-04 |
| | |||
* | Calculate and expose the extents of the terrain mesh | Dan Goodliffe | 2023-11-04 |
| | |||
* | Static helper for loading ASCII grid data | Dan Goodliffe | 2023-11-04 |
| | |||
* | Psycho-rebased branch terrain on top of main | Dan Goodliffe | 2023-11-03 |
|\ | |||
| * | Implement terrain intersect ray | Dan Goodliffe | 2023-11-03 |
| | | |||
| * | Helper to get cartesian position from baricentric on Triangle | Dan Goodliffe | 2023-11-03 |
| | | |||
| * | Increase BOOST_CHECK_CLOSE_VEC stream precision | Dan Goodliffe | 2023-11-03 |
| | | | | | | | | | | Spent way too long trying to explain a test failure because the precision of the debug didn't show the differences. | ||
| * | Terrain mesh method for getting the height/position at a point on the surface | Dan Goodliffe | 2023-11-02 |
| | | |||
| * | Generic N-dimensional terrain triangle | Dan Goodliffe | 2023-11-02 |
| | | |||
| * | Add test-terrain dependency on sample height data | Dan Goodliffe | 2023-11-02 |
| | | |||
| * | Make PointFace harder to misuse | Dan Goodliffe | 2023-10-31 |
| | | |||
| * | Update walk/walkUntil to work on PointFace from parameter | Dan Goodliffe | 2023-10-31 |
| | | |||
| * | Helper type for storing/passing/returning a point and its containing face | Dan Goodliffe | 2023-10-31 |
| | | | | | | | | | | point is const as face is mutable as a cache of the face containing point. | ||
| * | Initial commit of walk/walkUtil terrain | Dan Goodliffe | 2023-10-31 |
| | | |||
| * | Initial commit of findPoint on terrain | Dan Goodliffe | 2023-10-29 |
| | | | | | | | | | | 2D navigate from a default/given starting point, possible scope for improvement, but it's not exactly slow; <9ms | ||
| * | Initial OpenMesh based terrain data and tests | Dan Goodliffe | 2023-10-28 |
| | | |||
| * | Move OpenMesh/GLM compatibility structs to common place | Dan Goodliffe | 2023-10-27 |
| | | |||
* | | Don't request a specific OpenGL version, just check we get something ↵ | Dan Goodliffe | 2023-11-03 |
|/ | | | | sufficient from gladLoadGL | ||
* | Merge branch 'glad' | Dan Goodliffe | 2023-05-28 |
|\ | |||
| * | Swap GLEW for more modern glad | Dan Goodliffe | 2023-05-28 |
| | | |||
| * | Add glad submodule and build a glad library | Dan Goodliffe | 2023-05-27 |
|/ | | | | | Slightly messy regarding file paths to get files generated by the glad generator into a place where b2 will happily find them later... but it works. | ||
* | Mark main rule as always, so we can always launch it | Dan Goodliffe | 2023-05-24 |
| | |||
* | Make Mesh into a template to support any vertex type | Dan Goodliffe | 2023-05-10 |
| | | | | Customisation point VertexArrayObject to define the layout for the type | ||
* | Support for tessellation shaders | Dan Goodliffe | 2023-05-09 |
| | |||
* | Merge branch 'containers' | Dan Goodliffe | 2023-05-07 |
|\ | |||
| * | Templated BufferedLocation and single buffer storage for RVC locations | Dan Goodliffe | 2023-05-06 |
| | | |||
| * | Refactor InstanceVertices in terms of glContainer | Dan Goodliffe | 2023-05-01 |
| | | |||
| * | Don't explictly call destructor of contained element | Dan Goodliffe | 2023-05-01 |
| | | |||
| * | Add the pack container | Dan Goodliffe | 2023-05-01 |
| | | | | | | | | Keeps its elements densely packed together without any interest in order | ||
| * | Add method to get GL buffer name of glContainer | Dan Goodliffe | 2023-05-01 |
| | | |||
| * | Add missing test over iterator comparison | Dan Goodliffe | 2023-05-01 |
| | | |||
| * | glContainer should at least double in capacity as required | Dan Goodliffe | 2023-05-01 |
| | | |||
| * | Extend glContainer with most of the interface expected of an STL container | Dan Goodliffe | 2023-05-01 |
| | | |||
| * | Initial commit of glContainer | Dan Goodliffe | 2023-04-30 |
|/ | | | | A std::vector like container backed by an OpenGL buffer. | ||
* | Rename strings.h to something that won't conflict with a system header | Dan Goodliffe | 2023-04-30 |
| | |||
* | Reformat with new clang-format 16 | Dan Goodliffe | 2023-04-29 |
| | |||
* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | Half of them acquired a .cpp part anyway | ||
* | Dunno how, but some DOS new lines got in here! | Dan Goodliffe | 2023-04-29 |
| | |||
* | Lookup material details once in the vertex shader | Dan Goodliffe | 2023-04-27 |
| | | | | ... instead of per texel in the fragment shader | ||
* | Merge branch 'instancing-pt2' | Dan Goodliffe | 2023-04-27 |
|\ | |||
| * | Revert "Export mesh size and primitive type" | Dan Goodliffe | 2023-04-26 |
| | | | | | | | | This reverts commit f3343e1cc8a56f039888d4d375a6d5a088a68494. | ||
| * | Draw rail vehicle classes and foliage with new mesh instance helper | Dan Goodliffe | 2023-04-26 |
| | | |||
| * | Add Mesh helper for drawing instances | Dan Goodliffe | 2023-04-26 |
| | | | | | | | | Assumes the supplied VAO was created and configured for the mesh it's passed back to. | ||
| * | Point shaders (shadows) can all share the same implementation now in a ↵ | Dan Goodliffe | 2023-04-26 |
| | | | | | | | | | | | | single place They all just get `model` from a different place | ||
| * | Point shaders can all share the same implementation now in a single place | Dan Goodliffe | 2023-04-26 |
| | | | | | | | | They all just get `model` from a different place | ||
| * | Fudge RV bogey position the same as we do the body in test-render | Dan Goodliffe | 2023-04-26 |
| | | |||
| * | Pop and complete instanced shadow support | Dan Goodliffe | 2023-04-26 |
| | | |||
| * | Handle rendering of RailVehicles through RailVehicleClass instancing | Dan Goodliffe | 2023-04-23 |
| | | | | | | | | | | | | | | Trains no longer need rendering as their parts are all RVC assets and that just works now. This commit creates some irritating duplication in RVC wrt body/2 bogies all of which are stored separately, but function in exactly the same way. This breaks RV shadows as we have no instancing shadow shaders yet. |