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| * Use asset factory models in test-renderDan Goodliffe2023-04-14
| * Handle different mapmodes in basic shaderDan Goodliffe2023-04-14
| * Write applicable Texture Options into texture atlas texture dataDan Goodliffe2023-04-14
| * Pass texture fragment mapmode to texture atlasDan Goodliffe2023-04-14
| * Adjust test render view to get a closer view of our treeDan Goodliffe2023-04-14
| * Configure texture fragment mapmode from materialDan Goodliffe2023-04-14
| * Define our own enum for texture mapmodeDan Goodliffe2023-04-14
| * Create texture fragments from materialsDan Goodliffe2023-04-14
| * Set GL_PACK_ALIGNMENT before saving texture to fit buffer correctlyDan Goodliffe2023-04-14
| * Merge branch 'worker' into assimpDan Goodliffe2023-04-14
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| | * Load texture images in WorkerDan Goodliffe2023-04-14
| | * Current thread partakes in work effort while waitingDan Goodliffe2023-04-14
| | * Simplify doWork, add tests for various interface usesDan Goodliffe2023-04-14
| | * New WorkItem/job/promise/future based interfaceDan Goodliffe2023-04-14
| | * Simplify worker with jthreadDan Goodliffe2023-04-14
| | * Global worker instanceDan Goodliffe2023-04-14
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| * Externalise a neater definition of TGAHeadDan Goodliffe2023-04-14
| * No need to pass size around, we can get it back from the textureDan Goodliffe2023-04-14
| * Extend timeout... this can be a bit slow nowDan Goodliffe2023-04-14
| * Have texture packer search harder for a solution, stopping at the reported te...Dan Goodliffe2023-04-14
| * Reduce texture size determined by packer if non-pot sizes are supportedDan Goodliffe2023-04-14
| * Merge branch 'materials' into assimpDan Goodliffe2023-04-13
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| | * Fix typo in name SceneCPtrDan Goodliffe2023-04-13
| | * Rename clear to opaque as its 1 for solidDan Goodliffe2023-04-13
| | * Adjust gl_FragDepth according to texel opacityDan Goodliffe2023-04-13
| | * Use texture atlas for asset factoryDan Goodliffe2023-04-13
| | * Add missing forward declarationDan Goodliffe2023-04-13
| | * Update shaders to use material to conditionally lookup sub-texture in the atlasDan Goodliffe2023-04-13
| | * Add material field to vertex and configure it in meshDan Goodliffe2023-04-13
| | * Add TextureAtlas class as an extension of TextureDan Goodliffe2023-04-13
| | * Fix submitting of integer values via vertex arraysDan Goodliffe2023-04-13
| | * Move the vertex/fragment shader interface for materials into an includeDan Goodliffe2023-04-11
| | * Move lots of common glsl interface to include filesDan Goodliffe2023-04-11
| | * Support m4 includes as a Jam scannerDan Goodliffe2023-04-11
| | * Split out the glsl embedding jam rulesDan Goodliffe2023-04-11
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| * Load assimp textures in parallelDan Goodliffe2023-04-10
| * First cut loading assets using assimpDan Goodliffe2023-04-10
| * Support loading textures from an in memory bufferDan Goodliffe2023-04-10
| * Plants are world objectsDan Goodliffe2023-04-10
| * Load texture fragment images as we go, make the image a memberDan Goodliffe2023-04-10
| * test-assetFactory depends on all resource filesDan Goodliffe2023-04-10
| * Add operator* helper specialised for std::spanDan Goodliffe2023-04-10
| * Add the plant/foliage game item conceptsDan Goodliffe2023-04-10
| * operator* collection helper reserves target space when possibleDan Goodliffe2023-04-10
| * Constraint operator* collection helper to IterableCollectionsDan Goodliffe2023-04-10
| * One OpenMesh instance per top level Use in createMeshDan Goodliffe2023-04-10
| * Add low poly tree collectionDan Goodliffe2023-04-09
| * Include assimp libraryDan Goodliffe2023-04-09
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* Merge branch 'model-factory-textures'Dan Goodliffe2023-04-09
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| * Move remaining split/plane functions to use libraryDan Goodliffe2023-04-09