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Commit message (Collapse)AuthorAge
* Merge branch 'model-factory-textures'Dan Goodliffe2023-04-09
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| * Move remaining split/plane functions to use libraryDan Goodliffe2023-04-09
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| * Add lots of split required stuff to geometric planeDan Goodliffe2023-04-09
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| * Add helper to create a Ray from two pointsDan Goodliffe2023-04-09
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| * Start to factor out geometric place from face controller splitDan Goodliffe2023-04-09
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| * Simplify extrudingDan Goodliffe2023-04-08
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| * Update Brush47 with yellow cab parts and window textureDan Goodliffe2023-04-08
| | | | | | | | Note: side window distorted still.
| * Remove no longer required getAdjacentFaceNameDan Goodliffe2023-04-08
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| * Generate extrusion face names from halfedge adjacent face namesDan Goodliffe2023-04-08
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| * Remember the name of the adjacent face of each halfedge of each named faceDan Goodliffe2023-04-08
| | | | | | | | | | Used when extruding to remember what the new face name will be, even after the adjacent face has been removed/replaced/split/etc
| * Extend face controller to support splitting a face along a planeDan Goodliffe2023-04-07
| | | | | | | | Individual parts of the splits faces can then be styled separately
| * Add timeouts to asset factory testsDan Goodliffe2023-04-07
| | | | | | | | Yes, I made some infinite loops a few times
| * Add helper for iterating over a range defined by a pair of iteratorsDan Goodliffe2023-04-07
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| * Apply styles in first loop over controlled facesDan Goodliffe2023-03-21
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| * Move smooth property into Style and make it optionalDan Goodliffe2023-03-20
| | | | | | | | This allows it to cascade down as faces are created and also be overridden as required
| * Add persistence support for std::optional<>sDan Goodliffe2023-03-20
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| * Lazy initialisation of SelectionPtr in persistValueDan Goodliffe2023-03-20
| | | | | | | | Always needed for write phase, but only need on read if their's a name match.
| * Slightly tidier FaceController? It's still a messDan Goodliffe2023-03-20
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| * Support applying a single face controller to multiple facesDan Goodliffe2023-03-20
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| * Fix left/right swap of cuboid face namesDan Goodliffe2023-03-20
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| * Fix some name shadowing in FaceControllerDan Goodliffe2023-03-20
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| * Remove (as yet) unused members from CameraDan Goodliffe2023-03-19
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| * Use OpenMesh built-in to calculate face centreDan Goodliffe2023-03-19
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| * Dedupe vertices during asset factory mesh buildDan Goodliffe2023-03-19
| | | | | | | | This calls Vertex::== far too many times, but it's not (yet) enough to be a problem
| * Add defaulted Vertex equality operatorDan Goodliffe2023-03-19
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| * Make Vertex aggregrate constructor conditional on requirementDan Goodliffe2023-03-19
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| * Add aggregrate constructor to TexturePacker::Area as requiredDan Goodliffe2023-03-19
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| * Make perf tests depend on their functional equivalentDan Goodliffe2023-03-19
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| * Use halfedge for texture coordinatesDan Goodliffe2023-03-18
| | | | | | | | More unique than vertex as it is also per face, allowing for a different texture on adjacent faces
| * Use indices instead of triangulationDan Goodliffe2023-03-18
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| * Fix texture packer return value so positions match inputsDan Goodliffe2023-03-17
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| * Allow overriding vectorOfN's returned typeDan Goodliffe2023-03-17
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| * Update test/fixture/resource dependenciesDan Goodliffe2023-03-17
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| * Simplify calculation of texture position fractionDan Goodliffe2023-03-16
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| * Allow specifiying the texture type/targetDan Goodliffe2023-03-16
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| * Populate super texture with fragmentsDan Goodliffe2023-03-15
| | | | | | | | | | This is kinda buggy due to TexturePacker sorting its input array and the client having no idea the order of the results.
| * Texture member to save the texture as a TGADan Goodliffe2023-03-15
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| * Add support for setting Texture options on constructionDan Goodliffe2023-03-15
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| * Support creating a super texture from fragmentsDan Goodliffe2023-03-14
| | | | | | | | Currently makes wild assumptions about vertices and doesn't actually populate the texture, it's just grey
| * Add postLoad support to persistenceDan Goodliffe2023-03-14
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| * Globally enable GLM vector swizzlesDan Goodliffe2023-03-14
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| * Basic fragment ahader should use final colour to determine clear flagDan Goodliffe2023-03-14
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| * Dedupe applying style to a faceDan Goodliffe2023-03-12
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| * Dedupe looking up the style stack for colourDan Goodliffe2023-03-12
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| * Support loading texture references into facesDan Goodliffe2023-03-12
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| * Support loading references to texture fragmentsDan Goodliffe2023-03-12
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| * Initial version of texture packerDan Goodliffe2023-03-11
| | | | | | | | | | Determines where a collection of smaller textures can be tiled into a single bigger image. Probably non-optimal.
| * CLOG includes line numberDan Goodliffe2023-03-11
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* Swap messy glmvec wrapper for OpenMesh Point/Normal with real glm::vec and a ↵Dan Goodliffe2023-03-10
| | | | | | custom vector_traits implementation Simplify code previously messy as a result of the original hack.
* Inplace operator%= for vec3/mat4 mutationDan Goodliffe2023-03-10
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