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path: root/assetFactory/cylinder.cpp
Commit message (Collapse)AuthorAge
* Further template maths functionsDan Goodliffe2024-10-21
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* Remove abuse of std::adjacent_find from cylinderDan Goodliffe2024-05-25
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* 3D relative scaling in asset factoryDan Goodliffe2024-01-27
| | | | Reduces excess vertices in cylinders
* Remove more use of legacy types from asset factoryDan Goodliffe2024-01-01
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* Remove misleading power operator^ on vec2/3Dan Goodliffe2023-12-29
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* WIP typedefing all the things - sourcesDan Goodliffe2023-11-09
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* Swap messy glmvec wrapper for OpenMesh Point/Normal with real glm::vec and a ↵Dan Goodliffe2023-03-10
| | | | | | custom vector_traits implementation Simplify code previously messy as a result of the original hack.
* Rewrite asset factory cylinder generatorDan Goodliffe2023-03-09
| | | | | Fixes duplication of sincos to get circumference and vertex duplication breaking smooth edge shading.
* Make add_namedFace a thin template wrapperDan Goodliffe2023-03-09
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* Refactor of asset factory to address mutation/face controller logicDan Goodliffe2023-03-09
| | | | | | | | | Fixes issue where face controller extrusions applied to a rotated or scaled mesh would be applied incorrectly. Now we create the mesh at the origin, deform it as required (scale), apply face controllers and finally relocate it as required (position and rotation). A relative level of detail is cascade into the generation for shapes like cylinder, which generate fewer faces for small objects.
* Primitives add named facesDan Goodliffe2023-02-25
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* Add support for smooth facesDan Goodliffe2023-02-16
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* Refactor so ModelFactoryMesh can define the smooth property on facesDan Goodliffe2023-02-16
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* First cut of the model factory and the hardcoded Brush 47 modelDan Goodliffe2023-02-15
Requires temporary change to the fragment shader to hardcode some visible colour to the model