| Commit message (Collapse) | Author | Age | ||
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| * | Introduce the Train concept as a literal collection of rail vehicles | Dan Goodliffe | 2021-03-06 | |
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| * | Give collection a virtual desctructor | Dan Goodliffe | 2021-03-06 | |
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| * | Add a basic Doxyfile | Dan Goodliffe | 2021-03-06 | |
| | | | | | I wanted a class hierarchy diagram | |||
| * | Push lots of stuff into rail vehicle class | Dan Goodliffe | 2021-03-06 | |
| | | | | | Derives lots more info directly from the model | |||
| * | Introduce the rail vehicle class for the definition of the vehicle | Dan Goodliffe | 2021-03-06 | |
| | | | | | Not an instance of the vehicle. | |||
| * | Fixing manual camera scrolling, now just a matrix multiplication | Dan Goodliffe | 2021-03-05 | |
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| * | Template rotations and add one for 2D rotation matrix | Dan Goodliffe | 2021-03-05 | |
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| * | Test rotation funcs with a huge range of random values | Dan Goodliffe | 2021-03-04 | |
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| * | Simplify a lot of code with sincosf | Dan Goodliffe | 2021-03-03 | |
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| * | Create and use a shader program for things with absolute position | Dan Goodliffe | 2021-03-03 | |
| | | | | | Rails in this case. | |||
| * | Only calculate and bind the model transform if the shader program uses it | Dan Goodliffe | 2021-03-03 | |
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| * | Replace Transform with Location | Dan Goodliffe | 2021-03-03 | |
| | | | | | Simpler, unbinds the transformation matrices for location, now done just in the shader. | |||
| * | Our own matrix rotations | Dan Goodliffe | 2021-03-03 | |
| | | | | | Simpler and faster than glm's as we don't need arbitrary axes. | |||
| * | Add coverage variant | Dan Goodliffe | 2021-03-02 | |
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| * | Vastly improved manual camera controller | Dan Goodliffe | 2021-02-28 | |
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| * | Global definition of quarter_pi | Dan Goodliffe | 2021-02-28 | |
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| * | Move utility to lib | Dan Goodliffe | 2021-02-28 | |
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| * | Just use addLinksBetween | Dan Goodliffe | 2021-02-28 | |
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| * | Implement joining two existing links/nodes | Dan Goodliffe | 2021-02-27 | |
| | | | | | This will likely make stupid connections in some circumstances, but they will be mechanically sound | |||
| * | Calculate the candidate radii to join to point+direction angle pairs | Dan Goodliffe | 2021-02-27 | |
| | | | | | Returns a pair of the left and right variants. | |||
| * | Calculate the radius to join to point+direction vector pairs | Dan Goodliffe | 2021-02-27 | |
| | | | | | | This uses a mental formula that was derived using symbolabs.com, it works but there just has to be simpler form of it! | |||
| * | find_arc_centre given vectors | Dan Goodliffe | 2021-02-27 | |
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| * | Operator! to convert vec3 to vec2 | Dan Goodliffe | 2021-02-27 | |
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| * | Handy log macro | Dan Goodliffe | 2021-02-27 | |
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| * | Bump GCC version | Dan Goodliffe | 2021-02-27 | |
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| * | As suspected, find_arc_centre could be simplfied | Dan Goodliffe | 2021-02-23 | |
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| * | Add meandering support | Dan Goodliffe | 2021-02-22 | |
| | | | | | Add rail links between existing nodes and arbitrary points | |||
| * | Arc stream operator is inline, say so | Dan Goodliffe | 2021-02-22 | |
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| * | Zoom the ISO mode follow camera out a bit | Dan Goodliffe | 2021-02-22 | |
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| * | Enable pedantic warnings | Dan Goodliffe | 2021-02-21 | |
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| * | Named model parts, fix bogie spelling, new brush47 model | Dan Goodliffe | 2021-02-21 | |
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| * | fix.arc | Dan Goodliffe | 2021-02-21 | |
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| * | Choose a random direction at junctions | Dan Goodliffe | 2021-02-21 | |
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| * | Fix drawing order of rail vehicle parts | Dan Goodliffe | 2021-02-21 | |
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| * | Fix rail vehicle height according to rail height | Dan Goodliffe | 2021-02-21 | |
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| * | Fix inverted rail arc generation | Dan Goodliffe | 2021-02-21 | |
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| * | Tweak rail mesh to work in junctions better | Dan Goodliffe | 2021-02-21 | |
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| * | Add more test rails | Dan Goodliffe | 2021-02-21 | |
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| * | Fix test-obj by splitting mesh processing | Dan Goodliffe | 2021-02-20 | |
| | | | | | Don't invoke GL parts from test code | |||
| * | Fix constness of Mesh constructor params | Dan Goodliffe | 2021-02-20 | |
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| * | Add a non-threaded worker | Dan Goodliffe | 2021-02-20 | |
| | | | | | Runs work immediately for when compiler doesn't support C++20 semaphore | |||
| * | Remove unused worker from main | Dan Goodliffe | 2021-02-20 | |
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| * | Pass linters | Dan Goodliffe | 2021-02-20 | |
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| * | dos2unix shader sources | Dan Goodliffe | 2021-02-20 | |
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| * | Remove now redundent Shader::Source class | Dan Goodliffe | 2021-02-20 | |
| | | | | | Moves compile functionality to GLsource. | |||
| * | m4 based GLSL embedding | Dan Goodliffe | 2021-02-20 | |
| | | | | | Passes a lint check, less mangling, more automation | |||
| * | Pass a cppcheck | Dan Goodliffe | 2021-02-20 | |
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| * | Remove spare bits from shaders and tidy up | Dan Goodliffe | 2021-02-20 | |
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| * | Custom land and water shaders | Dan Goodliffe | 2021-02-20 | |
| | | | | | | | | Create sandy beaches, snow topped mountains and grassy hills with a single texture, coloured according to land height by a custom shader. Also use the land mass mesh with a new water texture and a custom shader to create rather nice looking water effect with depth, waves and motion. | |||
| * | Create smoother terrain | Dan Goodliffe | 2021-02-20 | |
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