Commit message (Collapse) | Author | Age | |
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* | 3D relative scaling in asset factory | Dan Goodliffe | 2024-01-27 |
| | | | | Reduces excess vertices in cylinders | ||
* | Remove more use of legacy types from asset factory | Dan Goodliffe | 2024-01-01 |
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* | Remove misleading power operator^ on vec2/3 | Dan Goodliffe | 2023-12-29 |
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* | WIP typedefing all the things - sources | Dan Goodliffe | 2023-11-09 |
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* | Swap messy glmvec wrapper for OpenMesh Point/Normal with real glm::vec and a ↵ | Dan Goodliffe | 2023-03-10 |
| | | | | | | custom vector_traits implementation Simplify code previously messy as a result of the original hack. | ||
* | Rewrite asset factory cylinder generator | Dan Goodliffe | 2023-03-09 |
| | | | | | Fixes duplication of sincos to get circumference and vertex duplication breaking smooth edge shading. | ||
* | Make add_namedFace a thin template wrapper | Dan Goodliffe | 2023-03-09 |
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* | Refactor of asset factory to address mutation/face controller logic | Dan Goodliffe | 2023-03-09 |
| | | | | | | | | | 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 faces | Dan Goodliffe | 2023-02-25 |
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* | Add support for smooth faces | Dan Goodliffe | 2023-02-16 |
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* | Refactor so ModelFactoryMesh can define the smooth property on faces | Dan Goodliffe | 2023-02-16 |
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* | First cut of the model factory and the hardcoded Brush 47 model | Dan Goodliffe | 2023-02-15 |
Requires temporary change to the fragment shader to hardcode some visible colour to the model |