index
:
I Like Trains
main
terrain-for-networks
The I Like Trains game
Dan Goodliffe
summary
refs
log
tree
commit
diff
log msg
author
committer
range
Commit message (
Expand
)
Author
Age
*
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
*
Add frame and render buffers to glArrays
Dan Goodliffe
2022-10-30
*
Set v330 core on world shaders
Dan Goodliffe
2022-10-30
*
Enable OpenGL 4.5 core profile
Dan Goodliffe
2022-10-30
*
Setting texture unit on bind
Dan Goodliffe
2022-10-30
*
EditNetworkOf constructor may have single param, should be explicit
Dan Goodliffe
2022-10-28
*
Implement extending a network to join link ends
Dan Goodliffe
2022-10-28
*
Implement extending a network into open space
Dan Goodliffe
2022-10-28
*
Move findDir into member function findNodeDirection
Dan Goodliffe
2022-10-28
*
Add AnyPtr for accepting pointers of any kind into a function
Dan Goodliffe
2022-10-28
*
Tidy and de-dupe enumDetails
Dan Goodliffe
2022-10-24
*
Add explicit constructor to Mode to initialise target
Dan Goodliffe
2022-10-22
*
Rename shadowing variable
Dan Goodliffe
2022-10-22
*
Tidy network node insertion/searching
Dan Goodliffe
2022-10-22
*
Move -Wold-style-cast to gcc only list, clang triggers in some SDL headers
Dan Goodliffe
2022-10-22
*
Add magic support to printing/parsing/validating enumerations
Dan Goodliffe
2022-10-22
*
Add free extend builder with placeholder network support
Dan Goodliffe
2022-10-15
*
Remove unnecessary destructor
Dan Goodliffe
2022-10-15
*
Sequence straights chained together makes no sense
Dan Goodliffe
2022-10-15
[next]