index
:
I Like Trains
main
terrain-deform-2
The I Like Trains game
Dan Goodliffe
summary
refs
log
tree
commit
diff
log msg
author
committer
range
Commit message (
Expand
)
Author
Age
*
Add a mini C filesystem wrapper library with mmap support
Dan Goodliffe
2022-12-11
*
Save texture to TGA using mmap
Dan Goodliffe
2022-12-09
*
Support fall-back internal framebuffer formats, use smaller and/or standard f...
Dan Goodliffe
2022-12-08
*
Tidy up
Dan Goodliffe
2022-12-06
*
Disable depth test, remove unnecesary texture binds and clear for lighting pass
Dan Goodliffe
2022-12-06
*
Increase gBuffer position data to 32bit and drop all the alpha channels
Dan Goodliffe
2022-12-06
*
Centre shadow map at 0,0 until we can do better
Dan Goodliffe
2022-12-04
*
Explicit ShadowMapper size only, no default
Dan Goodliffe
2022-12-04
*
We need to transform the model normals the same as we do the vertices
Dan Goodliffe
2022-12-04
*
Do not unilluminate the back of objects
Dan Goodliffe
2022-12-04
*
Generate and use a shadow map
Dan Goodliffe
2022-12-04
*
Fixed point shadow shader doesn't need normal/texture data
Dan Goodliffe
2022-12-04
*
Support saving a depth texture
Dan Goodliffe
2022-12-04
*
Don't actually need to define an empty fragment shader
Dan Goodliffe
2022-12-04
*
Disable GL_DEBUG_OUTPUT before dumping debug screenshot
Dan Goodliffe
2022-12-04
*
Initial commit of the shadow map generator and shadows render interface
Dan Goodliffe
2022-12-03
*
Add GL_DEBUG_OUTPUT with boost test error handling to test-render context
Dan Goodliffe
2022-12-03
*
Check error state during setup, set OpenGL version to 3.3 core
Dan Goodliffe
2022-12-03
*
Split SceneProvider out
Dan Goodliffe
2022-11-27
*
SceneRenderer is a graphics component, not a UI one
Dan Goodliffe
2022-11-27
*
Change pointlight render area definition to a cube
Dan Goodliffe
2022-11-27
*
Add light stage to renderable objects
Dan Goodliffe
2022-11-23
*
Add rendering support for point lights
Dan Goodliffe
2022-11-23
*
Support setting a viewPort uniform for those shaders which need it
Dan Goodliffe
2022-11-23
*
Rename setView to setViewProjection to avoid ambiguity
Dan Goodliffe
2022-11-23
*
Add geometry shader support to build system
Dan Goodliffe
2022-11-23
*
Don't render zero directional light
Dan Goodliffe
2022-11-23
*
Separate out the illumation of the scene
Dan Goodliffe
2022-11-23
*
Shared context, persist main window in test, send test for upcoming pointlight
Dan Goodliffe
2022-11-19
*
Save size of output in SceneRender and set viewport accordingly
Dan Goodliffe
2022-11-18
*
Rename rdiv to ratio and add a vec2 override
Dan Goodliffe
2022-11-18
*
Simplified texture save
Dan Goodliffe
2022-11-18
*
Move OpenGL context behaviour tests into their own app
Dan Goodliffe
2022-11-17
*
Shaders can be deleted once attached to a program
Dan Goodliffe
2022-11-15
*
Add some tests over the behaviour of windows and contexts and glStuff
Dan Goodliffe
2022-11-14
*
Add a basic if clunky render test
Dan Goodliffe
2022-11-14
*
Refactor shading output components
Dan Goodliffe
2022-11-14
*
Pass the output framebuffer id to scene renderer
Dan Goodliffe
2022-11-14
*
Pass flags to Window constructor
Dan Goodliffe
2022-11-14
*
Remove useless GeoData default constructor
Dan Goodliffe
2022-11-14
*
Refactor for per window context and more setup to the right places
Dan Goodliffe
2022-11-14
*
Fix type of SceneShader
Dan Goodliffe
2022-11-14
*
Extract SDL_Application helper into libilt
Dan Goodliffe
2022-11-14
*
Restructure how shaders are worked with
Dan Goodliffe
2022-11-03
*
Rename Shader to SceneShader
Dan Goodliffe
2022-11-03
*
Tidied Scene Renderer
Dan Goodliffe
2022-11-01
*
Switch to a deferred lighting based render pipeline
Dan Goodliffe
2022-11-01
*
Somewhat dirty but functional helper to save a texture
Dan Goodliffe
2022-11-01
*
Save window size as a member variable
Dan Goodliffe
2022-10-31
*
Setting texture unit when binding UI components
Dan Goodliffe
2022-10-30
[next]