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I Like Trains
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terrain-deform-2
The I Like Trains game
Dan Goodliffe
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Author
Age
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Generate and use a shadow map
Dan Goodliffe
2022-12-04
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Fixed point shadow shader doesn't need normal/texture data
Dan Goodliffe
2022-12-04
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Support saving a depth texture
Dan Goodliffe
2022-12-04
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Don't actually need to define an empty fragment shader
Dan Goodliffe
2022-12-04
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Disable GL_DEBUG_OUTPUT before dumping debug screenshot
Dan Goodliffe
2022-12-04
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Initial commit of the shadow map generator and shadows render interface
Dan Goodliffe
2022-12-03
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Add GL_DEBUG_OUTPUT with boost test error handling to test-render context
Dan Goodliffe
2022-12-03
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Check error state during setup, set OpenGL version to 3.3 core
Dan Goodliffe
2022-12-03
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Split SceneProvider out
Dan Goodliffe
2022-11-27
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SceneRenderer is a graphics component, not a UI one
Dan Goodliffe
2022-11-27
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Change pointlight render area definition to a cube
Dan Goodliffe
2022-11-27
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Add light stage to renderable objects
Dan Goodliffe
2022-11-23
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Add rendering support for point lights
Dan Goodliffe
2022-11-23
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Support setting a viewPort uniform for those shaders which need it
Dan Goodliffe
2022-11-23
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Rename setView to setViewProjection to avoid ambiguity
Dan Goodliffe
2022-11-23
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Add geometry shader support to build system
Dan Goodliffe
2022-11-23
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Don't render zero directional light
Dan Goodliffe
2022-11-23
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Separate out the illumation of the scene
Dan Goodliffe
2022-11-23
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Shared context, persist main window in test, send test for upcoming pointlight
Dan Goodliffe
2022-11-19
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Save size of output in SceneRender and set viewport accordingly
Dan Goodliffe
2022-11-18
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Rename rdiv to ratio and add a vec2 override
Dan Goodliffe
2022-11-18
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Simplified texture save
Dan Goodliffe
2022-11-18
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Move OpenGL context behaviour tests into their own app
Dan Goodliffe
2022-11-17
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Shaders can be deleted once attached to a program
Dan Goodliffe
2022-11-15
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Add some tests over the behaviour of windows and contexts and glStuff
Dan Goodliffe
2022-11-14
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Add a basic if clunky render test
Dan Goodliffe
2022-11-14
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Refactor shading output components
Dan Goodliffe
2022-11-14
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Pass the output framebuffer id to scene renderer
Dan Goodliffe
2022-11-14
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Pass flags to Window constructor
Dan Goodliffe
2022-11-14
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Remove useless GeoData default constructor
Dan Goodliffe
2022-11-14
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Refactor for per window context and more setup to the right places
Dan Goodliffe
2022-11-14
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Fix type of SceneShader
Dan Goodliffe
2022-11-14
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Extract SDL_Application helper into libilt
Dan Goodliffe
2022-11-14
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Restructure how shaders are worked with
Dan Goodliffe
2022-11-03
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Rename Shader to SceneShader
Dan Goodliffe
2022-11-03
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Tidied Scene Renderer
Dan Goodliffe
2022-11-01
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Switch to a deferred lighting based render pipeline
Dan Goodliffe
2022-11-01
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Somewhat dirty but functional helper to save a texture
Dan Goodliffe
2022-11-01
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Save window size as a member variable
Dan Goodliffe
2022-10-31
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Setting texture unit when binding UI components
Dan Goodliffe
2022-10-30
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Add frame and render buffers to glArrays
Dan Goodliffe
2022-10-30
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Set v330 core on world shaders
Dan Goodliffe
2022-10-30
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Enable OpenGL 4.5 core profile
Dan Goodliffe
2022-10-30
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Setting texture unit on bind
Dan Goodliffe
2022-10-30
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EditNetworkOf constructor may have single param, should be explicit
Dan Goodliffe
2022-10-28
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Implement extending a network to join link ends
Dan Goodliffe
2022-10-28
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Implement extending a network into open space
Dan Goodliffe
2022-10-28
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Move findDir into member function findNodeDirection
Dan Goodliffe
2022-10-28
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Add AnyPtr for accepting pointers of any kind into a function
Dan Goodliffe
2022-10-28
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Tidy and de-dupe enumDetails
Dan Goodliffe
2022-10-24
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