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path: root/assetFactory/assetFactory.cpp
Commit message (Collapse)AuthorAge
* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Load all assets in red dir with asset factoryDan Goodliffe2023-04-14
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* Pass texture fragment mapmode to texture atlasDan Goodliffe2023-04-14
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* Load texture images in WorkerDan Goodliffe2023-04-14
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* Use texture atlas for asset factoryDan Goodliffe2023-04-13
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* First cut loading assets using assimpDan Goodliffe2023-04-10
| | | | This is far from perfect, specifically the created texture atlas is not compatibile with wrapping texture UVs
* Load texture fragment images as we go, make the image a memberDan Goodliffe2023-04-10
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* Simplify calculation of texture position fractionDan 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.
* 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
* Support loading references to texture fragmentsDan Goodliffe2023-03-12
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* Split Asset into its own fileDan Goodliffe2023-03-03
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* Add ParseBaseDan Goodliffe2023-03-02
| | | | Acts as a base class for persistence parser, encompasses the parse stack and manages shared objects
* Parse colour values as they're readDan Goodliffe2023-03-02
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* Load the X11 RGB colour definitions into a mapDan Goodliffe2023-02-27
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* Implement loading asset, mesh and face definitionsDan Goodliffe2023-02-22
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* Fixup MapByMember to work with shared or unique ptrDan Goodliffe2023-02-22
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* Rename ModelFactory to AssetFactoryDan Goodliffe2023-02-21