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| | * Build ImGui as a static libraryDan Goodliffe2024-06-24
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| | * Use shared installed libraries explicitlyDan Goodliffe2024-06-24
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| | * Don't process input events which ImGui handledDan Goodliffe2024-06-24
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| | * Integrate ImGUI main callsDan Goodliffe2024-06-16
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| | * Disable saving settings automagicallyDan Goodliffe2024-06-16
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| | * Remove initialisation order debugDan Goodliffe2024-06-16
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| | * Move main application loop into the libraryDan Goodliffe2024-06-15
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| | * First cut reshuffling app/window/gl/render bitsDan Goodliffe2024-06-15
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| | * Add imgui init and shutdown to appbase and gamemainwindowDan Goodliffe2024-06-05
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| | * Build and link imgui with sdl2 and opengl2 backendsDan Goodliffe2024-06-05
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| | * Add imgui submodule, latest version, docking branchDan Goodliffe2024-06-05
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* | | Replace deprecated GL_QUADS usage in text renderingDan Goodliffe2024-07-06
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* | Add an InstanceVertices partition perf testDan Goodliffe2024-06-30
| | | | | | | | | | | | | | | | | | Summary: * Given a trivially simple condition, like a bounding box, over 1 million items can be partitioned in under 3ms. * Parallel algorithms reduce that a little but are only effective with volumes in excess ~200k, this might be better with a more complex condition/predicate.
* | Fix run rules for perfsDan Goodliffe2024-06-30
| | | | | | | | Apparently Google benchmark doesn't like -- stuff syntax now
* | Maintain a reverse index in instance verticesDan Goodliffe2024-06-30
| | | | | | | | Removes need to search unused and/or index when moving/adding things
* | Implement partition on InstanceVerticesDan Goodliffe2024-06-29
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* | Tidy InstanceProxyDan Goodliffe2024-06-29
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* | Allow passing start index for instanced drawDan Goodliffe2024-06-28
| | | | | | | | First stage of culling support
* | Remove some unnecessary includesDan Goodliffe2024-06-28
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* | Link all thirdparty libs using release variantDan Goodliffe2024-06-28
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* | Build stb_image impl as a thirdparty libDan Goodliffe2024-06-25
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* | Un-const to allow move, no nvro hereDan Goodliffe2024-06-25
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* | Create a v3.3 context and v3.3 glad libraryDan Goodliffe2024-06-25
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* | Set symmetric on glad features and add all OpenGL versionsDan Goodliffe2024-06-25
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* Tidy many stringy messes with std::formatDan Goodliffe2024-06-04
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* Tidy of glRefDan Goodliffe2024-06-04
| | | | Still doesn't fix the weird LTO warning about uninitialised variables
* Replace messy uasprintf with std::formatDan Goodliffe2024-06-04
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* Assign an id to the root projectDan Goodliffe2024-06-04
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* Use thin LTODan Goodliffe2024-06-04
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* Remove unrequired includesDan Goodliffe2024-06-04
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* Fix accumulator parameter type for pass-thru in AssetFactory::loadAllDan Goodliffe2024-06-04
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* Remove fscanf and fixed buffers from AssetFactory::parseX11RGBDan Goodliffe2024-06-04
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* Avoid pointer arithmetic AssetFactory::parseColourDan Goodliffe2024-06-03
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* Disable -Wenum-constexpr-conversion in parts of enumDetails.hDan Goodliffe2024-06-01
| | | | The parts used for finding valid values trigger constexpr invalid values warnings.
* Reformat with new clang-formatDan Goodliffe2024-06-01
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* Add missing includeDan Goodliffe2024-06-01
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* Remove conflicting glm::vec operatorsDan Goodliffe2024-06-01
| | | | | | % and %= already exist and abusing them for simplifying perspective multiplication was always a bad idea. Here they just become named functions.
* Fix setting of pedantic warningsDan Goodliffe2024-06-01
| | | | | Disable for Clang, because annoyingly to treats preprocessor line numbers as a GNU extension and thus falls over when used with DistCC.
* Merge remote-tracking branch 'origin/terrain-surfaces'Dan Goodliffe2024-05-27
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| * Surface asset test doesn't need render dumpDan Goodliffe2024-05-27
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| * Remove abuse of std::adjacent_find from geoDataDan Goodliffe2024-05-25
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| * Remove abuse of std::adjacent_find from cylinderDan Goodliffe2024-05-25
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| * Update to std c++23 for good rangesDan Goodliffe2024-05-25
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| * Simplify new face split loopDan Goodliffe2024-04-26
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| * Set the face surface type when setting heightDan Goodliffe2024-04-26
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| * Don't return newly created faces from splitDan Goodliffe2024-04-26
| | | | | | | | | | It's not as simple as it looks as adjacent faces may also be split, making this a bit misleading.
| * Define some initial surface typesDan Goodliffe2024-04-18
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| * Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
| | | | | | | | Handles global position type, colourBias for surface types
| * Create terrain vertices per surface typeDan Goodliffe2024-04-12
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| * Introduce a basic terrain surface type assetDan Goodliffe2024-04-10
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