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* More complete and tested stream output supportDan Goodliffe2022-01-03
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* Add transform_arrayDan Goodliffe2022-01-03
| | | | Wraps std::transform to transform one array into another.
* Encapsulate RayDan Goodliffe2022-01-02
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* No need to pass GameState around, it has a global pointerDan Goodliffe2022-01-02
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* Replace include guard macros with pragma onceDan Goodliffe2022-01-02
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* Separate geographic data (GeoData) from its visual representation(s) (Terrain)Dan Goodliffe2022-01-02
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* Use Cache system to persist font rendering for TextDan Goodliffe2022-01-02
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* Cache allows multiple key partsDan Goodliffe2022-01-01
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* Don't forward declare CacheDan Goodliffe2022-01-01
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* Generic solution for glGen/glDel arrays, then tidy-up the usesDan Goodliffe2022-01-01
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* First iteration with font/text supportDan Goodliffe2022-01-01
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* Add glm::vec concatenation operator||Dan Goodliffe2021-12-31
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* Add operator-> to glRef for pointer typesDan Goodliffe2021-12-31
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* Allow glBuffers and glVertexArrays to be movedDan Goodliffe2021-12-31
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* Remove unnecessary initialiserDan Goodliffe2021-12-31
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* Allow glRef to accept lambdasDan Goodliffe2021-12-31
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* Initial implementation for being able to click in the main window to select ↵Dan Goodliffe2021-12-28
| | | | something
* Component position mouse click check should only match mouse button eventsDan Goodliffe2021-12-22
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* RAII for glVertex and glBufferDan Goodliffe2021-12-22
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* Initial commit with some basic UIDan Goodliffe2021-12-22
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* Window handles UIComponent renderingDan Goodliffe2021-12-18
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* Need a way to select the UI shaderDan Goodliffe2021-12-18
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* Simpler testing ruleDan Goodliffe2021-12-18
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* Profile build should be lto tooDan Goodliffe2021-12-18
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* Push uiShader into the window classDan Goodliffe2021-12-18
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* Single glContext shared between windowsDan Goodliffe2021-12-14
| | | | Created by the first window, includes simplified refresh/render for single control point
* Refactor to start splitting out UI componentsDan Goodliffe2021-12-13
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* Move TickDuration to its own filesDan Goodliffe2021-12-13
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* Introduce the UI shaderDan Goodliffe2021-12-12
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* Move program handle to its own filesDan Goodliffe2021-12-12
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* Split 3D specifics of programs out of a base classDan Goodliffe2021-12-12
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* Move GL shared source into it's own class/fileDan Goodliffe2021-12-12
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* Move generic constexpr_strlen to libDan Goodliffe2021-12-12
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* glm::value_ptr is neaterDan Goodliffe2021-12-12
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* Refactor wrapped_ptr to include destory function as template param, and ↵Dan Goodliffe2021-12-04
| | | | possibly constructor function
* GCC 11 now defaultDan Goodliffe2021-12-04
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* Fix up all remaining warningsDan Goodliffe2021-11-28
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* No global static for factory mapDan Goodliffe2021-11-28
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* Fix up lots of static analyzer warningsDan Goodliffe2021-11-27
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* Enable all Jason Turner recommended warningsDan Goodliffe2021-11-26
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* Don't run the app by defaultDan Goodliffe2021-11-26
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* Don't build the application into the libraryDan Goodliffe2021-11-26
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* Compile generated/external code as releaseDan Goodliffe2021-11-26
| | | | Moves stb stuff to .c then all .ll and .c built release mode, neatly disables all the warnings
* Include stb directlyDan Goodliffe2021-11-25
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* Always build ilt library sharedDan Goodliffe2021-11-25
| | | | It will contain everything, the exe will be just a stub/wrapper
* Add slope colouring to terrain shaderDan Goodliffe2021-11-25
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* Transform obj to ILT was a static mat4Dan Goodliffe2021-11-16
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* Swap y,z axisDan Goodliffe2021-11-16
| | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared.
* Don't write null value for pointersDan Goodliffe2021-11-07
| | | | Null is a sensible default which can't be defaulted to anything else sane
* Implement writing shared objects with @idDan Goodliffe2021-11-07
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