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* Load assimp textures in parallelDan Goodliffe2023-04-10
* First cut loading assets using assimpDan Goodliffe2023-04-10
* Support loading textures from an in memory bufferDan Goodliffe2023-04-10
* Plants are world objectsDan Goodliffe2023-04-10
* Load texture fragment images as we go, make the image a memberDan Goodliffe2023-04-10
* test-assetFactory depends on all resource filesDan Goodliffe2023-04-10
* Add operator* helper specialised for std::spanDan Goodliffe2023-04-10
* Add the plant/foliage game item conceptsDan Goodliffe2023-04-10
* operator* collection helper reserves target space when possibleDan Goodliffe2023-04-10
* Constraint operator* collection helper to IterableCollectionsDan Goodliffe2023-04-10
* One OpenMesh instance per top level Use in createMeshDan Goodliffe2023-04-10
* Add low poly tree collectionDan Goodliffe2023-04-09
* Include assimp libraryDan Goodliffe2023-04-09
* Merge branch 'model-factory-textures'Dan Goodliffe2023-04-09
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| * Move remaining split/plane functions to use libraryDan Goodliffe2023-04-09
| * Add lots of split required stuff to geometric planeDan Goodliffe2023-04-09
| * Add helper to create a Ray from two pointsDan Goodliffe2023-04-09
| * Start to factor out geometric place from face controller splitDan Goodliffe2023-04-09
| * Simplify extrudingDan Goodliffe2023-04-08
| * Update Brush47 with yellow cab parts and window textureDan Goodliffe2023-04-08
| * Remove no longer required getAdjacentFaceNameDan Goodliffe2023-04-08
| * Generate extrusion face names from halfedge adjacent face namesDan Goodliffe2023-04-08
| * Remember the name of the adjacent face of each halfedge of each named faceDan Goodliffe2023-04-08
| * Extend face controller to support splitting a face along a planeDan Goodliffe2023-04-07
| * Add timeouts to asset factory testsDan Goodliffe2023-04-07
| * Add helper for iterating over a range defined by a pair of iteratorsDan Goodliffe2023-04-07
| * Apply styles in first loop over controlled facesDan Goodliffe2023-03-21
| * Move smooth property into Style and make it optionalDan Goodliffe2023-03-20
| * Add persistence support for std::optional<>sDan Goodliffe2023-03-20
| * Lazy initialisation of SelectionPtr in persistValueDan Goodliffe2023-03-20
| * Slightly tidier FaceController? It's still a messDan Goodliffe2023-03-20
| * Support applying a single face controller to multiple facesDan Goodliffe2023-03-20
| * Fix left/right swap of cuboid face namesDan Goodliffe2023-03-20
| * Fix some name shadowing in FaceControllerDan Goodliffe2023-03-20
| * Remove (as yet) unused members from CameraDan Goodliffe2023-03-19
| * Use OpenMesh built-in to calculate face centreDan Goodliffe2023-03-19
| * Dedupe vertices during asset factory mesh buildDan Goodliffe2023-03-19
| * Add defaulted Vertex equality operatorDan Goodliffe2023-03-19
| * Make Vertex aggregrate constructor conditional on requirementDan Goodliffe2023-03-19
| * Add aggregrate constructor to TexturePacker::Area as requiredDan Goodliffe2023-03-19
| * Make perf tests depend on their functional equivalentDan Goodliffe2023-03-19
| * Use halfedge for texture coordinatesDan Goodliffe2023-03-18
| * Use indices instead of triangulationDan Goodliffe2023-03-18
| * Fix texture packer return value so positions match inputsDan Goodliffe2023-03-17
| * Allow overriding vectorOfN's returned typeDan Goodliffe2023-03-17
| * Update test/fixture/resource dependenciesDan Goodliffe2023-03-17
| * Simplify calculation of texture position fractionDan Goodliffe2023-03-16
| * Allow specifiying the texture type/targetDan Goodliffe2023-03-16
| * Populate super texture with fragmentsDan Goodliffe2023-03-15
| * Texture member to save the texture as a TGADan Goodliffe2023-03-15