summaryrefslogtreecommitdiff
path: root/assetFactory
Commit message (Collapse)AuthorAge
* Remove misleading power operator^ on vec2/3Dan Goodliffe2023-12-29
|
* Merge branch 'ints' into terrainDan Goodliffe2023-11-26
|\ | | | | | | | | | | 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 unitsDan Goodliffe2023-11-15
| | | | | | | | | | | | 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 elseDan Goodliffe2023-11-09
| |
| * WIP typedefing all the things - sourcesDan Goodliffe2023-11-09
| |
| * WIP typedefing all the things - headersDan Goodliffe2023-11-07
| |
| * Reformat with new clang-formatDan Goodliffe2023-11-07
| |
* | Move OpenMesh/GLM compatibility structs to common placeDan Goodliffe2023-10-27
|/
* Swap GLEW for more modern gladDan Goodliffe2023-05-28
|
* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Set vertex normals from AssImp data if availableDan Goodliffe2023-04-25
|
* Don't update face/vertex normals if normals were provided, simply use them as isDan Goodliffe2023-04-25
|
* Allow setting a flag to say (vertex) normals have been providedDan Goodliffe2023-04-25
|
* Load all assets in red dir with asset factoryDan Goodliffe2023-04-14
|
* Pass texture fragment mapmode to texture atlasDan Goodliffe2023-04-14
|
* Configure texture fragment mapmode from materialDan Goodliffe2023-04-14
|
* Create texture fragments from materialsDan Goodliffe2023-04-14
|
* Load texture images in WorkerDan Goodliffe2023-04-14
|
* Have texture packer search harder for a solution, stopping at the reported ↵Dan Goodliffe2023-04-14
| | | | texture size limit
* Reduce texture size determined by packer if non-pot sizes are supportedDan Goodliffe2023-04-14
|
* Fix typo in name SceneCPtrDan Goodliffe2023-04-13
|
* Use texture atlas for asset factoryDan Goodliffe2023-04-13
|
* Load assimp textures in parallelDan Goodliffe2023-04-10
|
* First cut loading assets using assimpDan Goodliffe2023-04-10
| | | | 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 memberDan Goodliffe2023-04-10
|
* One OpenMesh instance per top level Use in createMeshDan Goodliffe2023-04-10
|
* Move remaining split/plane functions to use libraryDan Goodliffe2023-04-09
|
* Start to factor out geometric place from face controller splitDan Goodliffe2023-04-09
|
* Simplify extrudingDan Goodliffe2023-04-08
|
* Remove no longer required getAdjacentFaceNameDan Goodliffe2023-04-08
|
* Generate extrusion face names from halfedge adjacent face namesDan Goodliffe2023-04-08
|
* Remember the name of the adjacent face of each halfedge of each named faceDan Goodliffe2023-04-08
| | | | | 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 planeDan Goodliffe2023-04-07
| | | | Individual parts of the splits faces can then be styled separately
* Apply styles in first loop over controlled facesDan Goodliffe2023-03-21
|
* Move smooth property into Style and make it optionalDan Goodliffe2023-03-20
| | | | This allows it to cascade down as faces are created and also be overridden as required
* Slightly tidier FaceController? It's still a messDan Goodliffe2023-03-20
|
* Support applying a single face controller to multiple facesDan Goodliffe2023-03-20
|
* Fix left/right swap of cuboid face namesDan Goodliffe2023-03-20
|
* Fix some name shadowing in FaceControllerDan Goodliffe2023-03-20
|
* Use OpenMesh built-in to calculate face centreDan Goodliffe2023-03-19
|
* 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
* Add aggregrate constructor to TexturePacker::Area as requiredDan Goodliffe2023-03-19
|
* 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
|
* Fix texture packer return value so positions match inputsDan Goodliffe2023-03-17
|
* Simplify calculation of texture position fractionDan Goodliffe2023-03-16
|
* Populate super texture with fragmentsDan Goodliffe2023-03-15
| | | | | This is kinda buggy due to TexturePacker sorting its input array and the client having no idea the order of the results.
* 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
* Dedupe applying style to a faceDan Goodliffe2023-03-12
|
* Dedupe looking up the style stack for colourDan Goodliffe2023-03-12
|