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* Point shaders (shadows) can all share the same implementation now in a single...Dan Goodliffe2023-04-26
* Point shaders can all share the same implementation now in a single placeDan Goodliffe2023-04-26
* Fudge RV bogey position the same as we do the body in test-renderDan Goodliffe2023-04-26
* Pop and complete instanced shadow supportDan Goodliffe2023-04-26
* Handle rendering of RailVehicles through RailVehicleClass instancingDan Goodliffe2023-04-23
* Add BufferedLocationDan Goodliffe2023-04-23
* Use Location::getTransform in Plant instead of duplicatingDan Goodliffe2023-04-23
* Add getTransform to Location; wraps the standard mat4 calculationsDan Goodliffe2023-04-23
* Clear world objects explicitlyDan Goodliffe2023-04-23
* Assert the buffer is actually mappedDan Goodliffe2023-04-23
* Merge branch 'instancing'Dan Goodliffe2023-04-22
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| * Keep the instance unused vector sorted and binary search itDan Goodliffe2023-04-22
| * Don't fill the instances unused vector unnecessarilyDan Goodliffe2023-04-22
| * Test instancing automatic unmap when count is called, add some nodiscardDan Goodliffe2023-04-22
| * Streamline the instancing maintenanceDan Goodliffe2023-04-22
| * Fix the instancing maintenanceDan Goodliffe2023-04-22
| * Instances buffer data needs to be unmapped before useDan Goodliffe2023-04-21
| * Switch to render trees in bulk through foliage asset renderingDan Goodliffe2023-04-20
| * Expose bufferName and count from InstanceVerticesDan Goodliffe2023-04-20
| * Support setting vertex attrib divisorDan Goodliffe2023-04-19
| * Enable all vertex array attribs configured by vertexAttribFuncDan Goodliffe2023-04-19
| * Persist vertexArrayId across multiple callsDan Goodliffe2023-04-19
| * Add basic instanced shader to those which get the viewProjection configuredDan Goodliffe2023-04-19
| * Fix type of basic instanced shaderDan Goodliffe2023-04-19
| * Export mesh size and primitive typeDan Goodliffe2023-04-19
| * Fixup vertexAttribFunc for matricesDan Goodliffe2023-04-19
| * Drop performance debug to warning and stop disabling error checking for textu...Dan Goodliffe2023-04-19
| * Fix location of model matrix in vertex shaderDan Goodliffe2023-04-18
| * Specialize vertexAttribFunc for matrices because there's an upper limit of si...Dan Goodliffe2023-04-18
| * Separate storing of mesh vertex/index data from configuring VAODan Goodliffe2023-04-17
| * Revamp how VertexArrayObject configures attributes and dataDan Goodliffe2023-04-17
| * Fix up the way spotlight shader worksDan Goodliffe2023-04-17
| * Assets moved to global game stateDan Goodliffe2023-04-17
| * Create a large test forestDan Goodliffe2023-04-17
| * First cut of instance vertices and proxyDan Goodliffe2023-04-17
| * Add the dynamicPoint shader for instancingDan Goodliffe2023-04-15
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* Rename lots of shader filesDan Goodliffe2023-04-15
* Merge branch 'assimp'Dan Goodliffe2023-04-14
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| * Add an asset template and use it to define all the foliage assets in the plan...Dan Goodliffe2023-04-14
| * Remove the old .obj load, assets and supporting stuffDan Goodliffe2023-04-14
| * Load all assets in red dir with asset factoryDan Goodliffe2023-04-14
| * Use asset factory models in test-renderDan Goodliffe2023-04-14
| * Handle different mapmodes in basic shaderDan Goodliffe2023-04-14
| * Write applicable Texture Options into texture atlas texture dataDan Goodliffe2023-04-14
| * Pass texture fragment mapmode to texture atlasDan Goodliffe2023-04-14
| * Adjust test render view to get a closer view of our treeDan Goodliffe2023-04-14
| * Configure texture fragment mapmode from materialDan Goodliffe2023-04-14
| * Define our own enum for texture mapmodeDan Goodliffe2023-04-14
| * Create texture fragments from materialsDan Goodliffe2023-04-14
| * Set GL_PACK_ALIGNMENT before saving texture to fit buffer correctlyDan Goodliffe2023-04-14