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* 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
| * Add material field to vertex and configure it in meshDan Goodliffe2023-04-13
| * Add TextureAtlas class as an extension of TextureDan Goodliffe2023-04-13
| * Fix submitting of integer values via vertex arraysDan Goodliffe2023-04-13
| * Move the vertex/fragment shader interface for materials into an includeDan Goodliffe2023-04-11
| * Move lots of common glsl interface to include filesDan Goodliffe2023-04-11
| * Support m4 includes as a Jam scannerDan Goodliffe2023-04-11
| * Split out the glsl embedding jam rulesDan Goodliffe2023-04-11
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* Load assimp textures in parallelDan Goodliffe2023-04-10
* First cut loading assets using assimpDan Goodliffe2023-04-10
* Support loading textures from an in memory bufferDan Goodliffe2023-04-10
* Plants are world objectsDan Goodliffe2023-04-10
* Load texture fragment images as we go, make the image a memberDan Goodliffe2023-04-10
* test-assetFactory depends on all resource filesDan Goodliffe2023-04-10
* Add operator* helper specialised for std::spanDan Goodliffe2023-04-10
* Add the plant/foliage game item conceptsDan Goodliffe2023-04-10
* operator* collection helper reserves target space when possibleDan Goodliffe2023-04-10
* Constraint operator* collection helper to IterableCollectionsDan Goodliffe2023-04-10
* One OpenMesh instance per top level Use in createMeshDan Goodliffe2023-04-10
* Add low poly tree collectionDan Goodliffe2023-04-09
* Include assimp libraryDan Goodliffe2023-04-09