Commit message (Collapse) | Author | Age | ||
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* | Fix drawing order of rail vehicle parts | Dan Goodliffe | 2021-02-21 | |
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* | Fix rail vehicle height according to rail height | Dan Goodliffe | 2021-02-21 | |
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* | Fix inverted rail arc generation | Dan Goodliffe | 2021-02-21 | |
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* | Tweak rail mesh to work in junctions better | Dan Goodliffe | 2021-02-21 | |
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* | Add more test rails | Dan Goodliffe | 2021-02-21 | |
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* | Fix test-obj by splitting mesh processing | Dan Goodliffe | 2021-02-20 | |
| | | | | Don't invoke GL parts from test code | |||
* | Fix constness of Mesh constructor params | Dan Goodliffe | 2021-02-20 | |
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* | Add a non-threaded worker | Dan Goodliffe | 2021-02-20 | |
| | | | | Runs work immediately for when compiler doesn't support C++20 semaphore | |||
* | Remove unused worker from main | Dan Goodliffe | 2021-02-20 | |
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* | Pass linters | Dan Goodliffe | 2021-02-20 | |
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* | dos2unix shader sources | Dan Goodliffe | 2021-02-20 | |
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* | Remove now redundent Shader::Source class | Dan Goodliffe | 2021-02-20 | |
| | | | | Moves compile functionality to GLsource. | |||
* | m4 based GLSL embedding | Dan Goodliffe | 2021-02-20 | |
| | | | | Passes a lint check, less mangling, more automation | |||
* | Pass a cppcheck | Dan Goodliffe | 2021-02-20 | |
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* | Remove spare bits from shaders and tidy up | Dan Goodliffe | 2021-02-20 | |
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* | Custom land and water shaders | Dan Goodliffe | 2021-02-20 | |
| | | | | | | | Create sandy beaches, snow topped mountains and grassy hills with a single texture, coloured according to land height by a custom shader. Also use the land mass mesh with a new water texture and a custom shader to create rather nice looking water effect with depth, waves and motion. | |||
* | Create smoother terrain | Dan Goodliffe | 2021-02-20 | |
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* | Mesh split, bogeys follow rails. | Dan Goodliffe | 2021-02-19 | |
| | | | | | | | | | | | | | | Wow. This commit is too big. It: * splits obj loaded meshes into individual named objects. * moves obj to mesh(es) code into new file obj.impl.cpp, removing the clutter from mesh * removes Physical for providing the wrong level of abstraction * bit of a hack to adjust loaded models to offset rail vehicle bogeys to 0 centre, and then applies their calculated position to the mesh All in all, quite a lot of mess... But the result is the rail vehicle bogeys now follow the rails quite authentically. | |||
* | Add support for directional light color and an ambient color | Dan Goodliffe | 2021-02-18 | |
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* | Allow setting any uniform in shaders | Dan Goodliffe | 2021-02-18 | |
| | | | | Move less commonly used (lightDirection) to a named one | |||
* | Split landmass and water textures | Dan Goodliffe | 2021-02-17 | |
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* | Split landmass and water meshes | Dan Goodliffe | 2021-02-17 | |
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* | Don't keep the terrain vertex and index vectors | Dan Goodliffe | 2021-02-17 | |
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* | Support multiple shader programs, set by model | Dan Goodliffe | 2021-02-17 | |
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* | Disconnect camera control from shader | Dan Goodliffe | 2021-02-17 | |
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* | Tidy code for calculating position of rail vehicle by bogeys | Dan Goodliffe | 2021-02-16 | |
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* | Rename types in LinkHistory | Dan Goodliffe | 2021-02-16 | |
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* | Add a camera controller that follows vehicles | Dan Goodliffe | 2021-02-16 | |
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* | Define a vehicle weak ptr | Dan Goodliffe | 2021-02-15 | |
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* | Increase length of Brush47 | Dan Goodliffe | 2021-02-15 | |
| | | | | It's supposed to cover half the gap between wagons too | |||
* | Return a Physical's whole location, not just position | Dan Goodliffe | 2021-02-15 | |
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* | Basic support for rail wagons | Dan Goodliffe | 2021-02-15 | |
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* | Correctly follow rails according to wheelbase | Dan Goodliffe | 2021-02-14 | |
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* | Maintain a history of links traversed | Dan Goodliffe | 2021-02-14 | |
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* | Broken down Brush47 | Dan Goodliffe | 2021-02-14 | |
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* | Use consts for Transform | Dan Goodliffe | 2021-02-14 | |
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* | Remove unused scale component from Transform | Dan Goodliffe | 2021-02-14 | |
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* | Clear input stack on exit | Dan Goodliffe | 2021-02-14 | |
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* | Link weak_ptrs | Dan Goodliffe | 2021-02-14 | |
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* | Code tidy-up | Dan Goodliffe | 2021-02-14 | |
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* | Add our first vehicle | Dan Goodliffe | 2021-02-14 | |
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* | Apply pitch to vehicles on a link | Dan Goodliffe | 2021-02-14 | |
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* | Swap application of rotX and rotY | Dan Goodliffe | 2021-02-14 | |
| | | | | Makes more sense to ease pitch of vehicles on slopes in the direction of travel | |||
* | Fix vertical offset of curved rails | Dan Goodliffe | 2021-02-14 | |
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* | Add vector pitch | Dan Goodliffe | 2021-02-14 | |
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* | Rename flat_angle to vector_yaw | Dan Goodliffe | 2021-02-14 | |
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* | Don't copy shared_ptrs | Dan Goodliffe | 2021-02-14 | |
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* | Test run depends on resources | Dan Goodliffe | 2021-02-14 | |
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* | Add test-maths | Dan Goodliffe | 2021-02-14 | |
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* | Support getting the position at a point along a link | Dan Goodliffe | 2021-02-14 | |
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