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Commit message (Collapse)AuthorAge
* Unified crossProductDan Goodliffe2024-01-07
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* Helper to create a cubiod from dimensionsDan Goodliffe2024-01-06
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* Simplified RailVehicle::intersectRayDan Goodliffe2024-01-06
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* Template GeometicPlane on Position typeDan Goodliffe2024-01-05
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* Inline functions of GeometricPlaneDan Goodliffe2024-01-05
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* Remove more use of legacy types and unnecessary pointers from selectable ↵Dan Goodliffe2024-01-01
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* Remove more use of legacy types from camera controllerDan Goodliffe2024-01-01
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* Remove more use of legacy types from asset factoryDan Goodliffe2024-01-01
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* nodiscard in Asset factory mutationDan Goodliffe2024-01-01
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* Merge remote-tracking branch 'origin/terrain'Dan Goodliffe2024-01-01
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| * Remove more use of legacy typesDan Goodliffe2024-01-01
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| * Remove legacy Position types from shadowMapperDan Goodliffe2024-01-01
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| * Simplify and 'fix' the wave cycleDan Goodliffe2024-01-01
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| * Templatise functions in maths.h using PositionNDDan Goodliffe2023-12-29
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| * Remove misleading power operator^ on vec2/3Dan Goodliffe2023-12-29
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| * Remove weird operator! on vec2/3Dan Goodliffe2023-12-29
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| * Run shadow mapper in camera relative spaceDan Goodliffe2023-12-17
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| * Use new calc types in camera extents to address overflowDan Goodliffe2023-12-17
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| * Use new calc types in geoDataDan Goodliffe2023-12-17
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| * Add 64bit integer types for calculationsDan Goodliffe2023-12-17
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| * Fix output of position data to include model positionDan Goodliffe2023-12-17
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| * Use 32bit integer texture for position render dataDan Goodliffe2023-12-17
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| * Use a separate framebuffer for illumination phaseDan Goodliffe2023-12-17
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| * Basic support for saving integer position bufferDan Goodliffe2023-12-15
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| * Support setting framebuffer texture formatDan Goodliffe2023-12-15
| | | | | | | | Renames format to iformat to differentiate internal format from format
| * Basic support for saving intermediate render buffersDan Goodliffe2023-12-13
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| * Fix clamping to seafloor and add specific testDan Goodliffe2023-12-11
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| * Integer cameraDan Goodliffe2023-12-11
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| * Helper for testing integer vector approximationsDan Goodliffe2023-12-09
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| * Render test using loaded terrainDan Goodliffe2023-12-03
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| * Set the viewPoint uniform in shadow shadersDan Goodliffe2023-12-03
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| * Render correct VAO for rail vehicle shadowsDan Goodliffe2023-12-03
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| * Shader viewPoint now an integerDan Goodliffe2023-12-03
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| * Test case for finding ray entry pointsDan Goodliffe2023-12-02
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| * Handle the case where the ray never enters the mapDan Goodliffe2023-12-02
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| * Extend ray for intersect walk to cover the extents of the mapDan Goodliffe2023-12-02
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| * Replace positionAt with pure integer versionDan Goodliffe2023-12-02
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| * Add crossInt - cross product for integer vectorsDan Goodliffe2023-12-02
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| * Restore some treesDan Goodliffe2023-11-26
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| * Fix terrain texture tilingDan Goodliffe2023-11-26
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| * Calculate vertex normals onlyDan Goodliffe2023-11-26
| | | | | | | | | | | | Doesn't require half edge normals or face normals, which uses Newell's method, which results in integer overflow... Not to mention we don't need all the other normals.
| * Merge branch 'ints' into terrainDan Goodliffe2023-11-26
| |\ | | | | | | | | | | | | | | | Conflicts fix, compiles, some test failures remain. Trees not added, possibility of OM invalid handle assertion failures, normals broken due to integer overflow in Newell's method.
| | * Model positions as integersDan Goodliffe2023-11-25
| | | | | | | | | | | | | | | Introduces test failure in arcs due to rounding, but I don't want to create a complicated fix as link positions are still floats and hopefully that'll go away... somehow
| | * Remove getTransformDan Goodliffe2023-11-25
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| | * Send position and rotation matrix to GPU separately in shadowmapper dynamicDan Goodliffe2023-11-25
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| | * Spread the trees outDan Goodliffe2023-11-25
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| | * Send position and rotation matrix to GPU separately in basic programDan Goodliffe2023-11-25
| | | | | | | | | | | | Missed from earlier commit
| | * Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
| | | | | | | | | | | | | | | | | | Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres.
| | * Send position and rotation matrix to GPU separatelyDan Goodliffe2023-11-13
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| | * Refactor BufferedLocationT to use a callbackDan Goodliffe2023-11-11
| | | | | | | | | | | | Simplifies customisation in the face of multiple fields