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* Custom land and water shadersDan Goodliffe2021-02-20
| | | | | | | Create sandy beaches, snow topped mountains and grassy hills with a single texture, coloured according to land height by a custom shader. Also use the land mass mesh with a new water texture and a custom shader to create rather nice looking water effect with depth, waves and motion.
* Create smoother terrainDan Goodliffe2021-02-20
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* Mesh split, bogeys follow rails.Dan Goodliffe2021-02-19
| | | | | | | | | | | | | | Wow. This commit is too big. It: * splits obj loaded meshes into individual named objects. * moves obj to mesh(es) code into new file obj.impl.cpp, removing the clutter from mesh * removes Physical for providing the wrong level of abstraction * bit of a hack to adjust loaded models to offset rail vehicle bogeys to 0 centre, and then applies their calculated position to the mesh All in all, quite a lot of mess... But the result is the rail vehicle bogeys now follow the rails quite authentically.
* Add support for directional light color and an ambient colorDan Goodliffe2021-02-18
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* Allow setting any uniform in shadersDan Goodliffe2021-02-18
| | | | Move less commonly used (lightDirection) to a named one
* Split landmass and water texturesDan Goodliffe2021-02-17
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* Split landmass and water meshesDan Goodliffe2021-02-17
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* Don't keep the terrain vertex and index vectorsDan Goodliffe2021-02-17
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* Support multiple shader programs, set by modelDan Goodliffe2021-02-17
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* Disconnect camera control from shaderDan Goodliffe2021-02-17
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* Tidy code for calculating position of rail vehicle by bogeysDan Goodliffe2021-02-16
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* Rename types in LinkHistoryDan Goodliffe2021-02-16
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* Add a camera controller that follows vehiclesDan Goodliffe2021-02-16
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* Define a vehicle weak ptrDan Goodliffe2021-02-15
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* Increase length of Brush47Dan Goodliffe2021-02-15
| | | | It's supposed to cover half the gap between wagons too
* Return a Physical's whole location, not just positionDan Goodliffe2021-02-15
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* Basic support for rail wagonsDan Goodliffe2021-02-15
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* Correctly follow rails according to wheelbaseDan Goodliffe2021-02-14
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* Maintain a history of links traversedDan Goodliffe2021-02-14
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* Broken down Brush47Dan Goodliffe2021-02-14
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* Use consts for TransformDan Goodliffe2021-02-14
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* Remove unused scale component from TransformDan Goodliffe2021-02-14
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* Clear input stack on exitDan Goodliffe2021-02-14
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* Link weak_ptrsDan Goodliffe2021-02-14
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* Code tidy-upDan Goodliffe2021-02-14
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* Add our first vehicleDan Goodliffe2021-02-14
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* Apply pitch to vehicles on a linkDan Goodliffe2021-02-14
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* Swap application of rotX and rotYDan Goodliffe2021-02-14
| | | | Makes more sense to ease pitch of vehicles on slopes in the direction of travel
* Fix vertical offset of curved railsDan Goodliffe2021-02-14
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* Add vector pitchDan Goodliffe2021-02-14
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* Rename flat_angle to vector_yawDan Goodliffe2021-02-14
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* Don't copy shared_ptrsDan Goodliffe2021-02-14
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* Test run depends on resourcesDan Goodliffe2021-02-14
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* Add test-mathsDan Goodliffe2021-02-14
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* Support getting the position at a point along a linkDan Goodliffe2021-02-14
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* Keep radius and arc as part of rail curveDan Goodliffe2021-02-14
| | | | Fixes order of mesh points oo fix culling
* Fix order of ends in test rail curvesDan Goodliffe2021-02-14
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* Join links in rail graphDan Goodliffe2021-02-14
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* Correctly scaled railsDan Goodliffe2021-02-14
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* Floating point seconds TickDurationDan Goodliffe2021-02-14
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* Move stream operators into ns std, add support for ArcDan Goodliffe2021-02-14
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* Construct an Arc from three pointsDan Goodliffe2021-02-14
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* Simplify flat_angleDan Goodliffe2021-02-14
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* Add operator[] to ArcDan Goodliffe2021-02-14
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* Add consts for other compass pointsDan Goodliffe2021-02-14
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* New .obj parser, packer, mesherDan Goodliffe2021-02-13
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* Flip texture images to match OpenGL expectationsDan Goodliffe2021-02-12
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* Add flex support to rootDan Goodliffe2021-02-12
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* Update glsl version and interfaceDan Goodliffe2021-02-12
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* Fix issue with normal affecting transparencyDan Goodliffe2021-02-12
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