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* Load texture images in WorkerDan Goodliffe2023-04-14
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* Current thread partakes in work effort while waitingDan Goodliffe2023-04-14
| | | | 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 usesDan Goodliffe2023-04-14
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* New WorkItem/job/promise/future based interfaceDan Goodliffe2023-04-14
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* Simplify worker with jthreadDan Goodliffe2023-04-14
| | | | | Moves thread collection to bottom of class so threads are joined before job storage is destroyed.
* Global worker instanceDan Goodliffe2023-04-14
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* Externalise a neater definition of TGAHeadDan Goodliffe2023-04-14
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* No need to pass size around, we can get it back from the textureDan Goodliffe2023-04-14
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* Extend timeout... this can be a bit slow nowDan Goodliffe2023-04-14
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* Have texture packer search harder for a solution, stopping at the reported ↵Dan Goodliffe2023-04-14
| | | | texture size limit
* Reduce texture size determined by packer if non-pot sizes are supportedDan Goodliffe2023-04-14
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* Merge branch 'materials' into assimpDan Goodliffe2023-04-13
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| * Fix typo in name SceneCPtrDan Goodliffe2023-04-13
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| * Rename clear to opaque as its 1 for solidDan Goodliffe2023-04-13
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| * Adjust gl_FragDepth according to texel opacityDan Goodliffe2023-04-13
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| * Use texture atlas for asset factoryDan Goodliffe2023-04-13
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| * Add missing forward declarationDan Goodliffe2023-04-13
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| * Update shaders to use material to conditionally lookup sub-texture in the atlasDan Goodliffe2023-04-13
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| * Add material field to vertex and configure it in meshDan Goodliffe2023-04-13
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| * Add TextureAtlas class as an extension of TextureDan Goodliffe2023-04-13
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| * Fix submitting of integer values via vertex arraysDan Goodliffe2023-04-13
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| * Move the vertex/fragment shader interface for materials into an includeDan Goodliffe2023-04-11
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| * Move lots of common glsl interface to include filesDan Goodliffe2023-04-11
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| * Support m4 includes as a Jam scannerDan Goodliffe2023-04-11
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| * Split out the glsl embedding jam rulesDan Goodliffe2023-04-11
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* Load assimp textures in parallelDan Goodliffe2023-04-10
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* First cut loading assets using assimpDan Goodliffe2023-04-10
| | | | This is far from perfect, specifically the created texture atlas is not compatibile with wrapping texture UVs
* Support loading textures from an in memory bufferDan Goodliffe2023-04-10
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* Plants are world objectsDan Goodliffe2023-04-10
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* Load texture fragment images as we go, make the image a memberDan Goodliffe2023-04-10
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* test-assetFactory depends on all resource filesDan Goodliffe2023-04-10
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* Add operator* helper specialised for std::spanDan Goodliffe2023-04-10
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* Add the plant/foliage game item conceptsDan Goodliffe2023-04-10
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* operator* collection helper reserves target space when possibleDan Goodliffe2023-04-10
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* Constraint operator* collection helper to IterableCollectionsDan Goodliffe2023-04-10
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* One OpenMesh instance per top level Use in createMeshDan Goodliffe2023-04-10
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* Add low poly tree collectionDan Goodliffe2023-04-09
| | | | Thanks https://www.turbosquid.com/3d-models/3d-shapespark-low-poly-plants-kit-1826978
* Include assimp libraryDan Goodliffe2023-04-09
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* Merge branch 'model-factory-textures'Dan Goodliffe2023-04-09
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| * Move remaining split/plane functions to use libraryDan Goodliffe2023-04-09
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| * Add lots of split required stuff to geometric planeDan Goodliffe2023-04-09
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| * Add helper to create a Ray from two pointsDan Goodliffe2023-04-09
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| * Start to factor out geometric place from face controller splitDan Goodliffe2023-04-09
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| * Simplify extrudingDan Goodliffe2023-04-08
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| * Update Brush47 with yellow cab parts and window textureDan Goodliffe2023-04-08
| | | | | | | | Note: side window distorted still.
| * Remove no longer required getAdjacentFaceNameDan Goodliffe2023-04-08
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| * Generate extrusion face names from halfedge adjacent face namesDan Goodliffe2023-04-08
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| * Remember the name of the adjacent face of each halfedge of each named faceDan Goodliffe2023-04-08
| | | | | | | | | | Used when extruding to remember what the new face name will be, even after the adjacent face has been removed/replaced/split/etc
| * Extend face controller to support splitting a face along a planeDan Goodliffe2023-04-07
| | | | | | | | Individual parts of the splits faces can then be styled separately
| * Add timeouts to asset factory testsDan Goodliffe2023-04-07
| | | | | | | | Yes, I made some infinite loops a few times