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* Add coverage variantDan Goodliffe2021-03-02
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* Vastly improved manual camera controllerDan Goodliffe2021-02-28
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* Global definition of quarter_piDan Goodliffe2021-02-28
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* Move utility to libDan Goodliffe2021-02-28
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* Just use addLinksBetweenDan Goodliffe2021-02-28
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* Implement joining two existing links/nodesDan Goodliffe2021-02-27
| | | | 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 pairsDan Goodliffe2021-02-27
| | | | Returns a pair of the left and right variants.
* Calculate the radius to join to point+direction vector pairsDan Goodliffe2021-02-27
| | | | | 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 vectorsDan Goodliffe2021-02-27
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* Operator! to convert vec3 to vec2Dan Goodliffe2021-02-27
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* Handy log macroDan Goodliffe2021-02-27
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* Bump GCC versionDan Goodliffe2021-02-27
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* As suspected, find_arc_centre could be simplfiedDan Goodliffe2021-02-23
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* Add meandering supportDan Goodliffe2021-02-22
| | | | Add rail links between existing nodes and arbitrary points
* Arc stream operator is inline, say soDan Goodliffe2021-02-22
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* Zoom the ISO mode follow camera out a bitDan Goodliffe2021-02-22
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* Enable pedantic warningsDan Goodliffe2021-02-21
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* Named model parts, fix bogie spelling, new brush47 modelDan Goodliffe2021-02-21
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* fix.arcDan Goodliffe2021-02-21
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* Choose a random direction at junctionsDan Goodliffe2021-02-21
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* Fix drawing order of rail vehicle partsDan Goodliffe2021-02-21
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* Fix rail vehicle height according to rail heightDan Goodliffe2021-02-21
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* Fix inverted rail arc generationDan Goodliffe2021-02-21
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* Tweak rail mesh to work in junctions betterDan Goodliffe2021-02-21
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* Add more test railsDan Goodliffe2021-02-21
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* Fix test-obj by splitting mesh processingDan Goodliffe2021-02-20
| | | | Don't invoke GL parts from test code
* Fix constness of Mesh constructor paramsDan Goodliffe2021-02-20
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* Add a non-threaded workerDan Goodliffe2021-02-20
| | | | Runs work immediately for when compiler doesn't support C++20 semaphore
* Remove unused worker from mainDan Goodliffe2021-02-20
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* Pass lintersDan Goodliffe2021-02-20
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* dos2unix shader sourcesDan Goodliffe2021-02-20
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* Remove now redundent Shader::Source classDan Goodliffe2021-02-20
| | | | Moves compile functionality to GLsource.
* m4 based GLSL embeddingDan Goodliffe2021-02-20
| | | | Passes a lint check, less mangling, more automation
* Pass a cppcheckDan Goodliffe2021-02-20
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* Remove spare bits from shaders and tidy upDan Goodliffe2021-02-20
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* Custom land and water shadersDan Goodliffe2021-02-20
| | | | | | | 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 terrainDan Goodliffe2021-02-20
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* Mesh split, bogeys follow rails.Dan Goodliffe2021-02-19
| | | | | | | | | | | | | | Wow. This commit is too big. It: * splits obj loaded meshes into individual named objects. * moves obj to mesh(es) code into new file obj.impl.cpp, removing the clutter from mesh * removes Physical for providing the wrong level of abstraction * bit of a hack to adjust loaded models to offset rail vehicle bogeys to 0 centre, and then applies their calculated position to the mesh All in all, quite a lot of mess... But the result is the rail vehicle bogeys now follow the rails quite authentically.
* Add support for directional light color and an ambient colorDan Goodliffe2021-02-18
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* Allow setting any uniform in shadersDan Goodliffe2021-02-18
| | | | Move less commonly used (lightDirection) to a named one
* Split landmass and water texturesDan Goodliffe2021-02-17
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* Split landmass and water meshesDan Goodliffe2021-02-17
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* Don't keep the terrain vertex and index vectorsDan Goodliffe2021-02-17
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* Support multiple shader programs, set by modelDan Goodliffe2021-02-17
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* Disconnect camera control from shaderDan Goodliffe2021-02-17
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* Tidy code for calculating position of rail vehicle by bogeysDan Goodliffe2021-02-16
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* Rename types in LinkHistoryDan Goodliffe2021-02-16
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* Add a camera controller that follows vehiclesDan Goodliffe2021-02-16
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* Define a vehicle weak ptrDan Goodliffe2021-02-15
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* Increase length of Brush47Dan Goodliffe2021-02-15
| | | | It's supposed to cover half the gap between wagons too