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| * Remove misleading power operator^ on vec2/3Dan Goodliffe2023-12-29
| * Remove weird operator! on vec2/3Dan Goodliffe2023-12-29
| * Run shadow mapper in camera relative spaceDan Goodliffe2023-12-17
| * Use new calc types in camera extents to address overflowDan Goodliffe2023-12-17
| * Use new calc types in geoDataDan Goodliffe2023-12-17
| * Add 64bit integer types for calculationsDan Goodliffe2023-12-17
| * Fix output of position data to include model positionDan Goodliffe2023-12-17
| * Use 32bit integer texture for position render dataDan Goodliffe2023-12-17
| * Use a separate framebuffer for illumination phaseDan Goodliffe2023-12-17
| * Basic support for saving integer position bufferDan Goodliffe2023-12-15
| * Support setting framebuffer texture formatDan Goodliffe2023-12-15
| * Basic support for saving intermediate render buffersDan Goodliffe2023-12-13
| * Fix clamping to seafloor and add specific testDan Goodliffe2023-12-11
| * Integer cameraDan Goodliffe2023-12-11
| * Helper for testing integer vector approximationsDan Goodliffe2023-12-09
| * Render test using loaded terrainDan Goodliffe2023-12-03
| * Set the viewPoint uniform in shadow shadersDan Goodliffe2023-12-03
| * Render correct VAO for rail vehicle shadowsDan Goodliffe2023-12-03
| * Shader viewPoint now an integerDan Goodliffe2023-12-03
| * Test case for finding ray entry pointsDan Goodliffe2023-12-02
| * Handle the case where the ray never enters the mapDan Goodliffe2023-12-02
| * Extend ray for intersect walk to cover the extents of the mapDan Goodliffe2023-12-02
| * Replace positionAt with pure integer versionDan Goodliffe2023-12-02
| * Add crossInt - cross product for integer vectorsDan Goodliffe2023-12-02
| * Restore some treesDan Goodliffe2023-11-26
| * Fix terrain texture tilingDan Goodliffe2023-11-26
| * Calculate vertex normals onlyDan Goodliffe2023-11-26
| * Merge branch 'ints' into terrainDan Goodliffe2023-11-26
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| | * Model positions as integersDan Goodliffe2023-11-25
| | * Remove getTransformDan Goodliffe2023-11-25
| | * Send position and rotation matrix to GPU separately in shadowmapper dynamicDan Goodliffe2023-11-25
| | * Spread the trees outDan Goodliffe2023-11-25
| | * Send position and rotation matrix to GPU separately in basic programDan Goodliffe2023-11-25
| | * Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
| | * Send position and rotation matrix to GPU separatelyDan Goodliffe2023-11-13
| | * Refactor BufferedLocationT to use a callbackDan Goodliffe2023-11-11
| | * Add BufferedLocation method for getting the rotation only transformDan Goodliffe2023-11-11
| | * Add Location method for getting the rotation only transformDan Goodliffe2023-11-11
| | * Fix definition of shadowMapRegionsDan Goodliffe2023-11-09
| | * WIP typedefing just about everything elseDan Goodliffe2023-11-09
| | * WIP typedefing all the things - sourcesDan Goodliffe2023-11-09
| | * WIP typedefing all the things - headersDan Goodliffe2023-11-07
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* | Reformat with new clang-formatDan Goodliffe2023-11-07
* | Don't request a specific OpenGL version, just check we get something sufficie...Dan Goodliffe2023-11-07
| * Fix todo for handling a terrain walk from outside the meshDan Goodliffe2023-11-05
| * Fix calculating extentsDan Goodliffe2023-11-05
| * Fix and split linesCrossDan Goodliffe2023-11-05
| * Add methods to walk the boundary of the terrain meshDan Goodliffe2023-11-05
| * Refactor to further simplify line/point operationsDan Goodliffe2023-11-04
| * More tests can just use the global fixed dataDan Goodliffe2023-11-04