Commit message (Collapse) | Author | Age | ||
---|---|---|---|---|
... | ||||
* | Include assimp library | Dan Goodliffe | 2023-04-09 | |
| | ||||
* | Merge branch 'model-factory-textures' | Dan Goodliffe | 2023-04-09 | |
|\ | ||||
| * | Move remaining split/plane functions to use library | Dan Goodliffe | 2023-04-09 | |
| | | ||||
| * | Add lots of split required stuff to geometric plane | Dan Goodliffe | 2023-04-09 | |
| | | ||||
| * | Add helper to create a Ray from two points | Dan Goodliffe | 2023-04-09 | |
| | | ||||
| * | Start to factor out geometric place from face controller split | Dan Goodliffe | 2023-04-09 | |
| | | ||||
| * | Simplify extruding | Dan Goodliffe | 2023-04-08 | |
| | | ||||
| * | Update Brush47 with yellow cab parts and window texture | Dan Goodliffe | 2023-04-08 | |
| | | | | | | | | Note: side window distorted still. | |||
| * | Remove no longer required getAdjacentFaceName | Dan Goodliffe | 2023-04-08 | |
| | | ||||
| * | Generate extrusion face names from halfedge adjacent face names | Dan Goodliffe | 2023-04-08 | |
| | | ||||
| * | Remember the name of the adjacent face of each halfedge of each named face | Dan Goodliffe | 2023-04-08 | |
| | | | | | | | | | | 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 plane | Dan Goodliffe | 2023-04-07 | |
| | | | | | | | | Individual parts of the splits faces can then be styled separately | |||
| * | Add timeouts to asset factory tests | Dan Goodliffe | 2023-04-07 | |
| | | | | | | | | Yes, I made some infinite loops a few times | |||
| * | Add helper for iterating over a range defined by a pair of iterators | Dan Goodliffe | 2023-04-07 | |
| | | ||||
| * | Apply styles in first loop over controlled faces | Dan Goodliffe | 2023-03-21 | |
| | | ||||
| * | Move smooth property into Style and make it optional | Dan Goodliffe | 2023-03-20 | |
| | | | | | | | | This allows it to cascade down as faces are created and also be overridden as required | |||
| * | Add persistence support for std::optional<>s | Dan Goodliffe | 2023-03-20 | |
| | | ||||
| * | Lazy initialisation of SelectionPtr in persistValue | Dan Goodliffe | 2023-03-20 | |
| | | | | | | | | Always needed for write phase, but only need on read if their's a name match. | |||
| * | Slightly tidier FaceController? It's still a mess | Dan Goodliffe | 2023-03-20 | |
| | | ||||
| * | Support applying a single face controller to multiple faces | Dan Goodliffe | 2023-03-20 | |
| | | ||||
| * | Fix left/right swap of cuboid face names | Dan Goodliffe | 2023-03-20 | |
| | | ||||
| * | Fix some name shadowing in FaceController | Dan Goodliffe | 2023-03-20 | |
| | | ||||
| * | Remove (as yet) unused members from Camera | Dan Goodliffe | 2023-03-19 | |
| | | ||||
| * | Use OpenMesh built-in to calculate face centre | Dan Goodliffe | 2023-03-19 | |
| | | ||||
| * | Dedupe vertices during asset factory mesh build | Dan Goodliffe | 2023-03-19 | |
| | | | | | | | | This calls Vertex::== far too many times, but it's not (yet) enough to be a problem | |||
| * | Add defaulted Vertex equality operator | Dan Goodliffe | 2023-03-19 | |
| | | ||||
| * | Make Vertex aggregrate constructor conditional on requirement | Dan Goodliffe | 2023-03-19 | |
| | | ||||
| * | Add aggregrate constructor to TexturePacker::Area as required | Dan Goodliffe | 2023-03-19 | |
| | | ||||
| * | Make perf tests depend on their functional equivalent | Dan Goodliffe | 2023-03-19 | |
| | | ||||
| * | Use halfedge for texture coordinates | Dan Goodliffe | 2023-03-18 | |
| | | | | | | | | More unique than vertex as it is also per face, allowing for a different texture on adjacent faces | |||
| * | Use indices instead of triangulation | Dan Goodliffe | 2023-03-18 | |
| | | ||||
| * | Fix texture packer return value so positions match inputs | Dan Goodliffe | 2023-03-17 | |
| | | ||||
| * | Allow overriding vectorOfN's returned type | Dan Goodliffe | 2023-03-17 | |
| | | ||||
| * | Update test/fixture/resource dependencies | Dan Goodliffe | 2023-03-17 | |
| | | ||||
| * | Simplify calculation of texture position fraction | Dan Goodliffe | 2023-03-16 | |
| | | ||||
| * | Allow specifiying the texture type/target | Dan Goodliffe | 2023-03-16 | |
| | | ||||
| * | Populate super texture with fragments | Dan Goodliffe | 2023-03-15 | |
| | | | | | | | | | | This is kinda buggy due to TexturePacker sorting its input array and the client having no idea the order of the results. | |||
| * | Texture member to save the texture as a TGA | Dan Goodliffe | 2023-03-15 | |
| | | ||||
| * | Add support for setting Texture options on construction | Dan Goodliffe | 2023-03-15 | |
| | | ||||
| * | Support creating a super texture from fragments | Dan Goodliffe | 2023-03-14 | |
| | | | | | | | | Currently makes wild assumptions about vertices and doesn't actually populate the texture, it's just grey | |||
| * | Add postLoad support to persistence | Dan Goodliffe | 2023-03-14 | |
| | | ||||
| * | Globally enable GLM vector swizzles | Dan Goodliffe | 2023-03-14 | |
| | | ||||
| * | Basic fragment ahader should use final colour to determine clear flag | Dan Goodliffe | 2023-03-14 | |
| | | ||||
| * | Dedupe applying style to a face | Dan Goodliffe | 2023-03-12 | |
| | | ||||
| * | Dedupe looking up the style stack for colour | Dan Goodliffe | 2023-03-12 | |
| | | ||||
| * | Support loading texture references into faces | Dan Goodliffe | 2023-03-12 | |
| | | ||||
| * | Support loading references to texture fragments | Dan Goodliffe | 2023-03-12 | |
| | | ||||
| * | Initial version of texture packer | Dan Goodliffe | 2023-03-11 | |
| | | | | | | | | | | Determines where a collection of smaller textures can be tiled into a single bigger image. Probably non-optimal. | |||
| * | CLOG includes line number | Dan Goodliffe | 2023-03-11 | |
|/ | ||||
* | Swap messy glmvec wrapper for OpenMesh Point/Normal with real glm::vec and a ↵ | Dan Goodliffe | 2023-03-10 | |
| | | | | | | custom vector_traits implementation Simplify code previously messy as a result of the original hack. |