Commit message (Collapse) | Author | Age | ||
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| * | Set the viewPoint uniform in shadow shaders | Dan Goodliffe | 2023-12-03 | |
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| * | Render correct VAO for rail vehicle shadows | Dan Goodliffe | 2023-12-03 | |
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| * | Shader viewPoint now an integer | Dan Goodliffe | 2023-12-03 | |
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| * | Test case for finding ray entry points | Dan Goodliffe | 2023-12-02 | |
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| * | Handle the case where the ray never enters the map | Dan Goodliffe | 2023-12-02 | |
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| * | Extend ray for intersect walk to cover the extents of the map | Dan Goodliffe | 2023-12-02 | |
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| * | Replace positionAt with pure integer version | Dan Goodliffe | 2023-12-02 | |
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| * | Add crossInt - cross product for integer vectors | Dan Goodliffe | 2023-12-02 | |
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| * | Restore some trees | Dan Goodliffe | 2023-11-26 | |
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| * | Fix terrain texture tiling | Dan Goodliffe | 2023-11-26 | |
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| * | Calculate vertex normals only | Dan Goodliffe | 2023-11-26 | |
| | | | | | | | | | | | | 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 terrain | Dan Goodliffe | 2023-11-26 | |
| |\ | | | | | | | | | | | | | | | | 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 integers | Dan Goodliffe | 2023-11-25 | |
| | | | | | | | | | | | | | | | 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 getTransform | Dan Goodliffe | 2023-11-25 | |
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| | * | Send position and rotation matrix to GPU separately in shadowmapper dynamic | Dan Goodliffe | 2023-11-25 | |
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| | * | Spread the trees out | Dan Goodliffe | 2023-11-25 | |
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| | * | Send position and rotation matrix to GPU separately in basic program | Dan Goodliffe | 2023-11-25 | |
| | | | | | | | | | | | | Missed from earlier commit | |||
| | * | Switch to millimeters for spatial units | Dan Goodliffe | 2023-11-15 | |
| | | | | | | | | | | | | | | | | | | 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 separately | Dan Goodliffe | 2023-11-13 | |
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| | * | Refactor BufferedLocationT to use a callback | Dan Goodliffe | 2023-11-11 | |
| | | | | | | | | | | | | Simplifies customisation in the face of multiple fields | |||
| | * | Add BufferedLocation method for getting the rotation only transform | Dan Goodliffe | 2023-11-11 | |
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| | * | Add Location method for getting the rotation only transform | Dan Goodliffe | 2023-11-11 | |
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| | * | Fix definition of shadowMapRegions | Dan Goodliffe | 2023-11-09 | |
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| | * | WIP typedefing just about everything else | Dan Goodliffe | 2023-11-09 | |
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| | * | WIP typedefing all the things - sources | Dan Goodliffe | 2023-11-09 | |
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| | * | WIP typedefing all the things - headers | Dan Goodliffe | 2023-11-07 | |
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* | | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 | |
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* | | Don't request a specific OpenGL version, just check we get something ↵ | Dan Goodliffe | 2023-11-07 | |
| | | | | | | | | sufficient from gladLoadGL | |||
| * | Fix todo for handling a terrain walk from outside the mesh | Dan Goodliffe | 2023-11-05 | |
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| * | Fix calculating extents | Dan Goodliffe | 2023-11-05 | |
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| * | Fix and split linesCross | Dan Goodliffe | 2023-11-05 | |
| | | | | | | | | | | Previous tested they crossed in a specific direction, which is wrong but useful. Adds linesCrossLtR for this use case. | |||
| * | Add methods to walk the boundary of the terrain mesh | Dan Goodliffe | 2023-11-05 | |
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| * | Refactor to further simplify line/point operations | Dan Goodliffe | 2023-11-04 | |
| | | | | | | | | Adds another perf test | |||
| * | More tests can just use the global fixed data | Dan Goodliffe | 2023-11-04 | |
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| * | Simplify some logic with the triangle construct | Dan Goodliffe | 2023-11-04 | |
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| * | Rename TerrainMesh to GeoData to drop inplace | Dan Goodliffe | 2023-11-04 | |
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| * | Reformat test source | Dan Goodliffe | 2023-11-04 | |
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| * | Calculate and expose the extents of the terrain mesh | Dan Goodliffe | 2023-11-04 | |
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| * | Static helper for loading ASCII grid data | Dan Goodliffe | 2023-11-04 | |
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| * | Psycho-rebased branch terrain on top of main | Dan Goodliffe | 2023-11-03 | |
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| | * | Implement terrain intersect ray | Dan Goodliffe | 2023-11-03 | |
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| | * | Helper to get cartesian position from baricentric on Triangle | Dan Goodliffe | 2023-11-03 | |
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| | * | Increase BOOST_CHECK_CLOSE_VEC stream precision | Dan Goodliffe | 2023-11-03 | |
| | | | | | | | | | | | | | | | Spent way too long trying to explain a test failure because the precision of the debug didn't show the differences. | |||
| | * | Terrain mesh method for getting the height/position at a point on the surface | Dan Goodliffe | 2023-11-02 | |
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| | * | Generic N-dimensional terrain triangle | Dan Goodliffe | 2023-11-02 | |
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| | * | Add test-terrain dependency on sample height data | Dan Goodliffe | 2023-11-02 | |
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| | * | Make PointFace harder to misuse | Dan Goodliffe | 2023-10-31 | |
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| | * | Update walk/walkUntil to work on PointFace from parameter | Dan Goodliffe | 2023-10-31 | |
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| | * | Helper type for storing/passing/returning a point and its containing face | Dan Goodliffe | 2023-10-31 | |
| | | | | | | | | | | | | | | | point is const as face is mutable as a cache of the face containing point. | |||
| | * | Initial commit of walk/walkUtil terrain | Dan Goodliffe | 2023-10-31 | |
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