Commit message (Collapse) | Author | Age | |
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* | Export mesh size and primitive type | Dan Goodliffe | 2023-04-19 |
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* | Fixup vertexAttribFunc for matrices | Dan Goodliffe | 2023-04-19 |
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* | Drop performance debug to warning and stop disabling error checking for ↵ | Dan Goodliffe | 2023-04-19 |
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* | Fix location of model matrix in vertex shader | Dan Goodliffe | 2023-04-18 |
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* | Specialize vertexAttribFunc for matrices because there's an upper limit of ↵ | Dan Goodliffe | 2023-04-18 |
| | | | | size 4 on attrib pointers | ||
* | Separate storing of mesh vertex/index data from configuring VAO | Dan Goodliffe | 2023-04-17 |
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* | Revamp how VertexArrayObject configures attributes and data | Dan Goodliffe | 2023-04-17 |
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* | Fix up the way spotlight shader works | Dan Goodliffe | 2023-04-17 |
| | | | | | Was mostly through lack of understanding and coincidences. Position is now the only vertex data, direction is moved to a uniform. Instancing will address this by making everything instance data. | ||
* | Assets moved to global game state | Dan Goodliffe | 2023-04-17 |
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* | Create a large test forest | Dan Goodliffe | 2023-04-17 |
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* | First cut of instance vertices and proxy | Dan Goodliffe | 2023-04-17 |
| | | | | | Untested outside unit test, allows the use of a glBuffer as a storage container. To be combined with a vertex array and/or mesh etc for massing drawing with glDrawElementsInstanced | ||
* | Add the dynamicPoint shader for instancing | Dan Goodliffe | 2023-04-15 |
| | | | | Same as dynamicPoint, but the model matrix is a vertex input | ||
* | Rename lots of shader files | Dan Goodliffe | 2023-04-15 |
| | | | | Names and paths still not perfect, but better and the weird name missuse is gone | ||
* | Merge branch 'assimp' | Dan Goodliffe | 2023-04-14 |
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| * | Add an asset template and use it to define all the foliage assets in the ↵ | Dan Goodliffe | 2023-04-14 |
| | | | | | | | | plants pack | ||
| * | Remove the old .obj load, assets and supporting stuff | Dan Goodliffe | 2023-04-14 |
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| * | Load all assets in red dir with asset factory | Dan Goodliffe | 2023-04-14 |
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| * | Use asset factory models in test-render | Dan Goodliffe | 2023-04-14 |
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| * | Handle different mapmodes in basic shader | Dan Goodliffe | 2023-04-14 |
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| * | Write applicable Texture Options into texture atlas texture data | Dan Goodliffe | 2023-04-14 |
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| * | Pass texture fragment mapmode to texture atlas | Dan Goodliffe | 2023-04-14 |
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| * | Adjust test render view to get a closer view of our tree | Dan Goodliffe | 2023-04-14 |
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| * | Configure texture fragment mapmode from material | Dan Goodliffe | 2023-04-14 |
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| * | Define our own enum for texture mapmode | Dan Goodliffe | 2023-04-14 |
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| * | Create texture fragments from materials | Dan Goodliffe | 2023-04-14 |
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| * | Set GL_PACK_ALIGNMENT before saving texture to fit buffer correctly | Dan Goodliffe | 2023-04-14 |
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| * | Merge branch 'worker' into assimp | Dan Goodliffe | 2023-04-14 |
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| | * | Load texture images in Worker | Dan Goodliffe | 2023-04-14 |
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| | * | Current thread partakes in work effort while waiting | Dan Goodliffe | 2023-04-14 |
| | | | | | | | | | | | | This will prevent deadlock if the work pool is otherwise busy by ensuring work is always being done | ||
| | * | Simplify doWork, add tests for various interface uses | Dan Goodliffe | 2023-04-14 |
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| | * | New WorkItem/job/promise/future based interface | Dan Goodliffe | 2023-04-14 |
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| | * | Simplify worker with jthread | Dan Goodliffe | 2023-04-14 |
| | | | | | | | | | | | | | | | Moves thread collection to bottom of class so threads are joined before job storage is destroyed. | ||
| | * | Global worker instance | Dan Goodliffe | 2023-04-14 |
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| * | Externalise a neater definition of TGAHead | Dan Goodliffe | 2023-04-14 |
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| * | No need to pass size around, we can get it back from the texture | Dan Goodliffe | 2023-04-14 |
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| * | Extend timeout... this can be a bit slow now | Dan Goodliffe | 2023-04-14 |
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| * | Have texture packer search harder for a solution, stopping at the reported ↵ | Dan Goodliffe | 2023-04-14 |
| | | | | | | | | texture size limit | ||
| * | Reduce texture size determined by packer if non-pot sizes are supported | Dan Goodliffe | 2023-04-14 |
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| * | Merge branch 'materials' into assimp | Dan Goodliffe | 2023-04-13 |
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| | * | Fix typo in name SceneCPtr | Dan Goodliffe | 2023-04-13 |
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| | * | Rename clear to opaque as its 1 for solid | Dan Goodliffe | 2023-04-13 |
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| | * | Adjust gl_FragDepth according to texel opacity | Dan Goodliffe | 2023-04-13 |
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| | * | Use texture atlas for asset factory | Dan Goodliffe | 2023-04-13 |
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| | * | Add missing forward declaration | Dan Goodliffe | 2023-04-13 |
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| | * | Update shaders to use material to conditionally lookup sub-texture in the atlas | Dan Goodliffe | 2023-04-13 |
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| | * | Add material field to vertex and configure it in mesh | Dan Goodliffe | 2023-04-13 |
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| | * | Add TextureAtlas class as an extension of Texture | Dan Goodliffe | 2023-04-13 |
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| | * | Fix submitting of integer values via vertex arrays | Dan Goodliffe | 2023-04-13 |
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| | * | Move the vertex/fragment shader interface for materials into an include | Dan Goodliffe | 2023-04-11 |
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| | * | Move lots of common glsl interface to include files | Dan Goodliffe | 2023-04-11 |
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