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Commit message (Collapse)AuthorAge
* Introduce the Train concept as a literal collection of rail vehiclesDan Goodliffe2021-03-06
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* Give collection a virtual desctructorDan Goodliffe2021-03-06
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* Add a basic DoxyfileDan Goodliffe2021-03-06
| | | | I wanted a class hierarchy diagram
* Push lots of stuff into rail vehicle classDan Goodliffe2021-03-06
| | | | Derives lots more info directly from the model
* Introduce the rail vehicle class for the definition of the vehicleDan Goodliffe2021-03-06
| | | | Not an instance of the vehicle.
* Fixing manual camera scrolling, now just a matrix multiplicationDan Goodliffe2021-03-05
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* Template rotations and add one for 2D rotation matrixDan Goodliffe2021-03-05
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* Test rotation funcs with a huge range of random valuesDan Goodliffe2021-03-04
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* Simplify a lot of code with sincosfDan Goodliffe2021-03-03
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* Create and use a shader program for things with absolute positionDan Goodliffe2021-03-03
| | | | Rails in this case.
* Only calculate and bind the model transform if the shader program uses itDan Goodliffe2021-03-03
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* Replace Transform with LocationDan Goodliffe2021-03-03
| | | | Simpler, unbinds the transformation matrices for location, now done just in the shader.
* Our own matrix rotationsDan Goodliffe2021-03-03
| | | | Simpler and faster than glm's as we don't need arbitrary axes.
* 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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