Commit message (Collapse) | Author | Age | |
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* | Don't create lots of unnecessary tmps | Dan Goodliffe | 2024-08-18 |
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* | 3D relative scaling in asset factory | Dan Goodliffe | 2024-01-27 |
| | | | | Reduces excess vertices in cylinders | ||
* | 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. | ||
* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | Half of them acquired a .cpp part anyway | ||
* | Don't update face/vertex normals if normals were provided, simply use them as is | Dan Goodliffe | 2023-04-25 |
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* | Use texture atlas for asset factory | Dan Goodliffe | 2023-04-13 |
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* | One OpenMesh instance per top level Use in createMesh | Dan Goodliffe | 2023-04-10 |
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* | Dedupe vertices during asset factory mesh build | Dan Goodliffe | 2023-03-19 |
| | | | | This calls Vertex::== far too many times, but it's not (yet) enough to be a problem | ||
* | Use halfedge for texture coordinates | Dan Goodliffe | 2023-03-18 |
| | | | | More unique than vertex as it is also per face, allowing for a different texture on adjacent faces | ||
* | Use indices instead of triangulation | Dan Goodliffe | 2023-03-18 |
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* | Support creating a super texture from fragments | Dan Goodliffe | 2023-03-14 |
| | | | | 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 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. | ||
* | Support for recursive colouring of asset factory faces | Dan Goodliffe | 2023-02-24 |
| | | | | Updates colours in sample model. | ||
* | Implement loading asset, mesh and face definitions | Dan Goodliffe | 2023-02-22 |
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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 |