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* Set GL_PACK_ALIGNMENT before saving texture to fit buffer correctlyDan Goodliffe2023-04-14
* Merge branch 'worker' into assimpDan Goodliffe2023-04-14
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| * Load texture images in WorkerDan Goodliffe2023-04-14
| * Current thread partakes in work effort while waitingDan Goodliffe2023-04-14
| * Simplify doWork, add tests for various interface usesDan Goodliffe2023-04-14
| * New WorkItem/job/promise/future based interfaceDan Goodliffe2023-04-14
| * Simplify worker with jthreadDan Goodliffe2023-04-14
| * Global worker instanceDan Goodliffe2023-04-14
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* Externalise a neater definition of TGAHeadDan Goodliffe2023-04-14
* No need to pass size around, we can get it back from the textureDan Goodliffe2023-04-14
* Extend timeout... this can be a bit slow nowDan Goodliffe2023-04-14
* Have texture packer search harder for a solution, stopping at the reported te...Dan Goodliffe2023-04-14
* Reduce texture size determined by packer if non-pot sizes are supportedDan Goodliffe2023-04-14
* Merge branch 'materials' into assimpDan Goodliffe2023-04-13
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| * Fix typo in name SceneCPtrDan Goodliffe2023-04-13
| * Rename clear to opaque as its 1 for solidDan Goodliffe2023-04-13
| * Adjust gl_FragDepth according to texel opacityDan Goodliffe2023-04-13
| * Use texture atlas for asset factoryDan Goodliffe2023-04-13
| * Add missing forward declarationDan Goodliffe2023-04-13
| * Update shaders to use material to conditionally lookup sub-texture in the atlasDan Goodliffe2023-04-13
| * Add material field to vertex and configure it in meshDan Goodliffe2023-04-13
| * Add TextureAtlas class as an extension of TextureDan Goodliffe2023-04-13
| * Fix submitting of integer values via vertex arraysDan Goodliffe2023-04-13
| * Move the vertex/fragment shader interface for materials into an includeDan Goodliffe2023-04-11
| * Move lots of common glsl interface to include filesDan Goodliffe2023-04-11
| * Support m4 includes as a Jam scannerDan Goodliffe2023-04-11
| * Split out the glsl embedding jam rulesDan Goodliffe2023-04-11
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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