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path: root/assetFactory/factoryMesh.cpp
Commit message (Collapse)AuthorAge
* Use texture atlas for asset factoryDan Goodliffe2023-04-13
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* One OpenMesh instance per top level Use in createMeshDan Goodliffe2023-04-10
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* Dedupe vertices during asset factory mesh buildDan Goodliffe2023-03-19
| | | | This calls Vertex::== far too many times, but it's not (yet) enough to be a problem
* Use halfedge for texture coordinatesDan Goodliffe2023-03-18
| | | | More unique than vertex as it is also per face, allowing for a different texture on adjacent faces
* Use indices instead of triangulationDan Goodliffe2023-03-18
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* 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
* 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.
* Support for recursive colouring of asset factory facesDan Goodliffe2023-02-24
| | | | Updates colours in sample model.
* Implement loading asset, mesh and face definitionsDan Goodliffe2023-02-22
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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