Commit message (Collapse) | Author | Age | ||
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* | nodiscard in Asset factory mutation | Dan Goodliffe | 2024-01-01 | |
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* | Merge remote-tracking branch 'origin/terrain' | Dan Goodliffe | 2024-01-01 | |
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| * | Remove more use of legacy types | Dan Goodliffe | 2024-01-01 | |
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| * | Remove legacy Position types from shadowMapper | Dan Goodliffe | 2024-01-01 | |
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| * | Simplify and 'fix' the wave cycle | Dan Goodliffe | 2024-01-01 | |
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| * | Templatise functions in maths.h using PositionND | Dan Goodliffe | 2023-12-29 | |
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| * | Remove misleading power operator^ on vec2/3 | Dan Goodliffe | 2023-12-29 | |
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| * | Remove weird operator! on vec2/3 | Dan Goodliffe | 2023-12-29 | |
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| * | Run shadow mapper in camera relative space | Dan Goodliffe | 2023-12-17 | |
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| * | Use new calc types in camera extents to address overflow | Dan Goodliffe | 2023-12-17 | |
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| * | Use new calc types in geoData | Dan Goodliffe | 2023-12-17 | |
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| * | Add 64bit integer types for calculations | Dan Goodliffe | 2023-12-17 | |
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| * | Fix output of position data to include model position | Dan Goodliffe | 2023-12-17 | |
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| * | Use 32bit integer texture for position render data | Dan Goodliffe | 2023-12-17 | |
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| * | Use a separate framebuffer for illumination phase | Dan Goodliffe | 2023-12-17 | |
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| * | Basic support for saving integer position buffer | Dan Goodliffe | 2023-12-15 | |
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| * | Support setting framebuffer texture format | Dan Goodliffe | 2023-12-15 | |
| | | | | | | | | Renames format to iformat to differentiate internal format from format | |||
| * | Basic support for saving intermediate render buffers | Dan Goodliffe | 2023-12-13 | |
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| * | Fix clamping to seafloor and add specific test | Dan Goodliffe | 2023-12-11 | |
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| * | Integer camera | Dan Goodliffe | 2023-12-11 | |
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| * | Helper for testing integer vector approximations | Dan Goodliffe | 2023-12-09 | |
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| * | Render test using loaded terrain | Dan Goodliffe | 2023-12-03 | |
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| * | Set the viewPoint uniform in shadow shaders | Dan Goodliffe | 2023-12-03 | |
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| * | Render correct VAO for rail vehicle shadows | Dan Goodliffe | 2023-12-03 | |
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| * | Shader viewPoint now an integer | Dan Goodliffe | 2023-12-03 | |
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| * | Test case for finding ray entry points | Dan Goodliffe | 2023-12-02 | |
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| * | Handle the case where the ray never enters the map | Dan Goodliffe | 2023-12-02 | |
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| * | Extend ray for intersect walk to cover the extents of the map | Dan Goodliffe | 2023-12-02 | |
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| * | Replace positionAt with pure integer version | Dan Goodliffe | 2023-12-02 | |
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| * | Add crossInt - cross product for integer vectors | Dan Goodliffe | 2023-12-02 | |
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| * | Restore some trees | Dan Goodliffe | 2023-11-26 | |
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| * | Fix terrain texture tiling | Dan Goodliffe | 2023-11-26 | |
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| * | Calculate vertex normals only | Dan Goodliffe | 2023-11-26 | |
| | | | | | | | | | | | | Doesn't require half edge normals or face normals, which uses Newell's method, which results in integer overflow... Not to mention we don't need all the other normals. | |||
| * | Merge branch 'ints' into terrain | Dan Goodliffe | 2023-11-26 | |
| |\ | | | | | | | | | | | | | | | | Conflicts fix, compiles, some test failures remain. Trees not added, possibility of OM invalid handle assertion failures, normals broken due to integer overflow in Newell's method. | |||
| | * | Model positions as integers | Dan Goodliffe | 2023-11-25 | |
| | | | | | | | | | | | | | | | Introduces test failure in arcs due to rounding, but I don't want to create a complicated fix as link positions are still floats and hopefully that'll go away... somehow | |||
| | * | Remove getTransform | Dan Goodliffe | 2023-11-25 | |
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| | * | Send position and rotation matrix to GPU separately in shadowmapper dynamic | Dan Goodliffe | 2023-11-25 | |
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| | * | Spread the trees out | Dan Goodliffe | 2023-11-25 | |
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| | * | Send position and rotation matrix to GPU separately in basic program | Dan Goodliffe | 2023-11-25 | |
| | | | | | | | | | | | | Missed from earlier commit | |||
| | * | Switch to millimeters for spatial units | Dan Goodliffe | 2023-11-15 | |
| | | | | | | | | | | | | | | | | | | Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres. | |||
| | * | Send position and rotation matrix to GPU separately | Dan Goodliffe | 2023-11-13 | |
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| | * | Refactor BufferedLocationT to use a callback | Dan Goodliffe | 2023-11-11 | |
| | | | | | | | | | | | | Simplifies customisation in the face of multiple fields | |||
| | * | Add BufferedLocation method for getting the rotation only transform | Dan Goodliffe | 2023-11-11 | |
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| | * | Add Location method for getting the rotation only transform | Dan Goodliffe | 2023-11-11 | |
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| | * | Fix definition of shadowMapRegions | Dan Goodliffe | 2023-11-09 | |
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| | * | WIP typedefing just about everything else | Dan Goodliffe | 2023-11-09 | |
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| | * | WIP typedefing all the things - sources | Dan Goodliffe | 2023-11-09 | |
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| | * | WIP typedefing all the things - headers | Dan Goodliffe | 2023-11-07 | |
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* | | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 | |
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* | | Don't request a specific OpenGL version, just check we get something ↵ | Dan Goodliffe | 2023-11-07 | |
| | | | | | | | | sufficient from gladLoadGL |