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| | * Add material field to vertex and configure it in meshDan Goodliffe2023-04-13
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| | * Add TextureAtlas class as an extension of TextureDan Goodliffe2023-04-13
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| | * Fix submitting of integer values via vertex arraysDan Goodliffe2023-04-13
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| | * Move the vertex/fragment shader interface for materials into an includeDan Goodliffe2023-04-11
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| | * Move lots of common glsl interface to include filesDan Goodliffe2023-04-11
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| | * Support m4 includes as a Jam scannerDan Goodliffe2023-04-11
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| | * Split out the glsl embedding jam rulesDan Goodliffe2023-04-11
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| * Load assimp textures in parallelDan Goodliffe2023-04-10
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| * First cut loading assets using assimpDan Goodliffe2023-04-10
| | | | | | | | This is far from perfect, specifically the created texture atlas is not compatibile with wrapping texture UVs
| * Support loading textures from an in memory bufferDan Goodliffe2023-04-10
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| * Plants are world objectsDan Goodliffe2023-04-10
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| * Load texture fragment images as we go, make the image a memberDan Goodliffe2023-04-10
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| * test-assetFactory depends on all resource filesDan Goodliffe2023-04-10
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| * Add operator* helper specialised for std::spanDan Goodliffe2023-04-10
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| * Add the plant/foliage game item conceptsDan Goodliffe2023-04-10
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| * operator* collection helper reserves target space when possibleDan Goodliffe2023-04-10
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| * Constraint operator* collection helper to IterableCollectionsDan Goodliffe2023-04-10
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| * One OpenMesh instance per top level Use in createMeshDan Goodliffe2023-04-10
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| * Add low poly tree collectionDan Goodliffe2023-04-09
| | | | | | | | Thanks https://www.turbosquid.com/3d-models/3d-shapespark-low-poly-plants-kit-1826978
| * Include assimp libraryDan Goodliffe2023-04-09
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* Merge branch 'model-factory-textures'Dan Goodliffe2023-04-09
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| * Move remaining split/plane functions to use libraryDan Goodliffe2023-04-09
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| * Add lots of split required stuff to geometric planeDan Goodliffe2023-04-09
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| * Add helper to create a Ray from two pointsDan Goodliffe2023-04-09
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| * Start to factor out geometric place from face controller splitDan Goodliffe2023-04-09
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| * Simplify extrudingDan Goodliffe2023-04-08
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| * Update Brush47 with yellow cab parts and window textureDan Goodliffe2023-04-08
| | | | | | | | Note: side window distorted still.
| * Remove no longer required getAdjacentFaceNameDan Goodliffe2023-04-08
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| * Generate extrusion face names from halfedge adjacent face namesDan Goodliffe2023-04-08
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| * Remember the name of the adjacent face of each halfedge of each named faceDan Goodliffe2023-04-08
| | | | | | | | | | 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 planeDan Goodliffe2023-04-07
| | | | | | | | Individual parts of the splits faces can then be styled separately
| * Add timeouts to asset factory testsDan Goodliffe2023-04-07
| | | | | | | | Yes, I made some infinite loops a few times
| * Add helper for iterating over a range defined by a pair of iteratorsDan Goodliffe2023-04-07
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| * Apply styles in first loop over controlled facesDan Goodliffe2023-03-21
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| * Move smooth property into Style and make it optionalDan Goodliffe2023-03-20
| | | | | | | | This allows it to cascade down as faces are created and also be overridden as required
| * Add persistence support for std::optional<>sDan Goodliffe2023-03-20
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| * Lazy initialisation of SelectionPtr in persistValueDan Goodliffe2023-03-20
| | | | | | | | Always needed for write phase, but only need on read if their's a name match.
| * Slightly tidier FaceController? It's still a messDan Goodliffe2023-03-20
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| * Support applying a single face controller to multiple facesDan Goodliffe2023-03-20
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| * Fix left/right swap of cuboid face namesDan Goodliffe2023-03-20
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| * Fix some name shadowing in FaceControllerDan Goodliffe2023-03-20
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| * Remove (as yet) unused members from CameraDan Goodliffe2023-03-19
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| * Use OpenMesh built-in to calculate face centreDan Goodliffe2023-03-19
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| * Dedupe vertices during asset factory mesh buildDan Goodliffe2023-03-19
| | | | | | | | This calls Vertex::== far too many times, but it's not (yet) enough to be a problem
| * Add defaulted Vertex equality operatorDan Goodliffe2023-03-19
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| * Make Vertex aggregrate constructor conditional on requirementDan Goodliffe2023-03-19
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| * Add aggregrate constructor to TexturePacker::Area as requiredDan Goodliffe2023-03-19
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| * Make perf tests depend on their functional equivalentDan Goodliffe2023-03-19
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| * Use halfedge for texture coordinatesDan Goodliffe2023-03-18
| | | | | | | | More unique than vertex as it is also per face, allowing for a different texture on adjacent faces
| * Use indices instead of triangulationDan Goodliffe2023-03-18
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