Commit message (Collapse) | Author | Age | |
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* | Add Asset helpers to construct OpenGL ready meshes from Asset Factory meshes ↵ | Dan Goodliffe | 2023-03-04 |
| | | | | during load | ||
* | Split Asset into its own file | Dan Goodliffe | 2023-03-03 |
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* | Add ParseBase | Dan Goodliffe | 2023-03-02 |
| | | | | Acts as a base class for persistence parser, encompasses the parse stack and manages shared objects | ||
* | Parse colour values as they're read | Dan Goodliffe | 2023-03-02 |
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* | Remove to specify if the Selection pointer type is shared or not | Dan Goodliffe | 2023-02-28 |
| | | | | Inferred based on whether the pointer is copyable or not. | ||
* | Support for named colours in assets | Dan Goodliffe | 2023-02-27 |
| | | | | Fixes up some error handling in colour parser. | ||
* | Load the X11 RGB colour definitions into a map | Dan Goodliffe | 2023-02-27 |
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* | Name new faces based on adjacent faces when extruding | Dan Goodliffe | 2023-02-25 |
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* | Primitives add named faces | Dan Goodliffe | 2023-02-25 |
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* | Add face name property and wrapper to add a named face | Dan Goodliffe | 2023-02-25 |
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* | 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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* | Fixup MapByMember to work with shared or unique ptr | Dan Goodliffe | 2023-02-22 |
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* | Move Appender in Persistence NS and simplify types | Dan Goodliffe | 2023-02-21 |
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* | Rename ModelFactory to AssetFactory | Dan Goodliffe | 2023-02-21 |
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* | Support for loading objects, uses and model factories from an XML resource | Dan Goodliffe | 2023-02-21 |
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* | Add missing override | Dan Goodliffe | 2023-02-21 |
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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 |