Commit message (Collapse) | Author | Age | |
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* | Avoid pointer arithmetic AssetFactory::parseColour | Dan Goodliffe | 2024-06-03 |
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* | Remove conflicting glm::vec operators | Dan Goodliffe | 2024-06-01 |
| | | | | | | % and %= already exist and abusing them for simplifying perspective multiplication was always a bad idea. Here they just become named functions. | ||
* | Remove abuse of std::adjacent_find from cylinder | Dan Goodliffe | 2024-05-25 |
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* | 3D relative scaling in asset factory | Dan Goodliffe | 2024-01-27 |
| | | | | Reduces excess vertices in cylinders | ||
* | Template Ray on position type | Dan Goodliffe | 2024-01-07 |
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* | Template GeometicPlane on Position type | Dan Goodliffe | 2024-01-05 |
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* | Remove more use of legacy types from asset factory | Dan Goodliffe | 2024-01-01 |
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* | nodiscard in Asset factory mutation | 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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* | Merge branch 'ints' into terrain | Dan Goodliffe | 2023-11-26 |
|\ | | | | | | | | | | | Conflicts fix, compiles, some test failures remain. Trees not added, possibility of OM invalid handle assertion failures, normals broken due to integer overflow in Newell's method. | ||
| * | 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. | ||
| * | WIP typedefing just about everything else | Dan Goodliffe | 2023-11-09 |
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| * | WIP typedefing all the things - sources | Dan Goodliffe | 2023-11-09 |
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| * | WIP typedefing all the things - headers | Dan Goodliffe | 2023-11-07 |
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| * | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 |
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* | | Move OpenMesh/GLM compatibility structs to common place | Dan Goodliffe | 2023-10-27 |
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* | Swap GLEW for more modern glad | Dan Goodliffe | 2023-05-28 |
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* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | Half of them acquired a .cpp part anyway | ||
* | Set vertex normals from AssImp data if available | Dan Goodliffe | 2023-04-25 |
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* | Don't update face/vertex normals if normals were provided, simply use them as is | Dan Goodliffe | 2023-04-25 |
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* | Allow setting a flag to say (vertex) normals have been provided | Dan Goodliffe | 2023-04-25 |
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* | Load all assets in red dir with asset factory | Dan Goodliffe | 2023-04-14 |
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* | Pass texture fragment mapmode to texture atlas | Dan Goodliffe | 2023-04-14 |
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* | Configure texture fragment mapmode from material | Dan Goodliffe | 2023-04-14 |
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* | Create texture fragments from materials | Dan Goodliffe | 2023-04-14 |
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* | Load texture images in Worker | Dan Goodliffe | 2023-04-14 |
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* | Have texture packer search harder for a solution, stopping at the reported ↵ | Dan Goodliffe | 2023-04-14 |
| | | | | texture size limit | ||
* | Reduce texture size determined by packer if non-pot sizes are supported | Dan Goodliffe | 2023-04-14 |
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* | Fix typo in name SceneCPtr | Dan Goodliffe | 2023-04-13 |
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* | Use texture atlas for asset factory | Dan Goodliffe | 2023-04-13 |
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* | Load assimp textures in parallel | Dan Goodliffe | 2023-04-10 |
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* | First cut loading assets using assimp | Dan Goodliffe | 2023-04-10 |
| | | | | 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 member | Dan Goodliffe | 2023-04-10 |
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* | One OpenMesh instance per top level Use in createMesh | Dan Goodliffe | 2023-04-10 |
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* | Move remaining split/plane functions to use library | Dan Goodliffe | 2023-04-09 |
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* | Start to factor out geometric place from face controller split | Dan Goodliffe | 2023-04-09 |
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* | Simplify extruding | Dan Goodliffe | 2023-04-08 |
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* | Remove no longer required getAdjacentFaceName | Dan Goodliffe | 2023-04-08 |
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* | Generate extrusion face names from halfedge adjacent face names | Dan Goodliffe | 2023-04-08 |
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* | Remember the name of the adjacent face of each halfedge of each named face | Dan Goodliffe | 2023-04-08 |
| | | | | | Used when extruding to remember what the new face name will be, even after the adjacent face has been removed/replaced/split/etc | ||
* | Extend face controller to support splitting a face along a plane | Dan Goodliffe | 2023-04-07 |
| | | | | Individual parts of the splits faces can then be styled separately | ||
* | Apply styles in first loop over controlled faces | Dan Goodliffe | 2023-03-21 |
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* | Move smooth property into Style and make it optional | Dan Goodliffe | 2023-03-20 |
| | | | | This allows it to cascade down as faces are created and also be overridden as required | ||
* | Slightly tidier FaceController? It's still a mess | Dan Goodliffe | 2023-03-20 |
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* | Support applying a single face controller to multiple faces | Dan Goodliffe | 2023-03-20 |
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* | Fix left/right swap of cuboid face names | Dan Goodliffe | 2023-03-20 |
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* | Fix some name shadowing in FaceController | Dan Goodliffe | 2023-03-20 |
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* | Use OpenMesh built-in to calculate face centre | Dan Goodliffe | 2023-03-19 |
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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 | ||
* | Add aggregrate constructor to TexturePacker::Area as required | Dan Goodliffe | 2023-03-19 |
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