summaryrefslogtreecommitdiff
Commit message (Expand)AuthorAge
* Refactor glMappedBufferWriter into a DSA wrapper for std::spanHEADmainDan Goodliffe6 hours
* Switch frame and render buffer to DSA helpersDan Goodliffe14 hours
* Switch to floating point, camera relative position bufferDan Goodliffe15 hours
* Specialise glTexture::savePositionDan Goodliffe28 hours
* Remove identifier naming lint comments, gl* is fineDan Goodliffe48 hours
* Move all low level texture operations to DSA helpers in glTextureDan Goodliffe2 days
* Replace gl_traits glTexParameter with glTexture::parameter DSA wrapperDan Goodliffe3 days
* Fix naming violations in MeshDan Goodliffe3 days
* Add glVertexArray useBufferDan Goodliffe3 days
* Don't create and then replace shadow and billboard texturesDan Goodliffe3 days
* Merge branch 'glalloc'Dan Goodliffe3 days
|\
| * Replace glContainer with glAllocatorDan Goodliffe3 days
| * Remove VertexArrayObject and supporting non-DSA gl_traits helpersDan Goodliffe4 days
| * Replace use of VertexArrayObject with glVertexArray/glBuffer DSA versionsDan Goodliffe4 days
| * Extend glVertexArray with VertexArrayConfiguratorDan Goodliffe4 days
| * Replace generic glBuffer type alias with a full implementationDan Goodliffe4 days
| * Define SequentialCollection in terms of contiguous_rangeDan Goodliffe4 days
| * Add vertexAttribFormatFunc to gl_traits for DSA vertex configurationDan Goodliffe4 days
| * Include a stacktrace in Boost test context reported for OpenGL errorsDan Goodliffe4 days
| * Replace basic glVertexArray with a specific class ready for helpersDan Goodliffe6 days
|/
* Update stencils and billboards less oftenDan Goodliffe7 days
* Calculate an appropriate billboardSize and useMeshClipDistDan Goodliffe8 days
* Wrap up some low level texture operations in glTexture classDan Goodliffe8 days
* Refactor glArrays to better expose underlying typesDan Goodliffe10 days
* Billboard foliageDan Goodliffe10 days
* Add BillboardProgram to SceneShaderDan Goodliffe10 days
* Use RelativeDistance in Camera near/fear and expose member variablesDan Goodliffe10 days
* Allow specifying all three partition functions independentlyDan Goodliffe10 days
* Support for the BillboardPainterDan Goodliffe10 days
* Tidy the preFrame logic into a single function in SceneRendererDan Goodliffe2026-02-23
* Simplified FrustumDan Goodliffe2026-02-21
* Reduce shader includes, doesn't use materialInterface, just DetailDan Goodliffe2026-02-20
* Simplified and tidied ShadowMapperDan Goodliffe2026-02-20
* Correctly scale frustum plane vectorsDan Goodliffe2026-02-20
* Fix up the preFrame process to use both frustumsDan Goodliffe2026-02-18
* Add Renderable::preFrame for doing non-const frame prep workDan Goodliffe2026-02-16
* Support for testing if a point/sphere is within a FrustumDan Goodliffe2026-02-15
* Refactor test-instancing so the data is generated in a common fixtureDan Goodliffe2026-02-14
* Add support for partitioning by 2 unary predicatesDan Goodliffe2026-02-14
* Return indices instead of iterates from InstanceVertices::partitionDan Goodliffe2026-02-14
* Ensure ANALYSIS_DIRECTORY root folder is created up frontDan Goodliffe2026-02-14
* Fix initialising new entries in glContainer::resizeDan Goodliffe2026-02-14
* Don't write test output to /tmp, use ANALYSIS_DIRECTORY insteadDan Goodliffe2026-02-06
* Merge branch 'glmax'Dan Goodliffe2026-02-06
|\
| * Make similar array tidy-up to networkStraight shadersDan Goodliffe2026-01-31
| * Tidy networkCurve shadersDan Goodliffe2026-01-31
| * Rename shader source in keeping with glsl expectationsDan Goodliffe2026-01-31
| * Initial commit using tesselation shader to create curvesDan Goodliffe2026-01-31
| * Update OpenGL context and shaders to v4.6Dan Goodliffe2026-01-29
| * Fix search/replace of GL_* macros in glslDan Goodliffe2026-01-29