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The I Like Trains game
Dan Goodliffe
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assetFactory
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*
Apply styles in first loop over controlled faces
Dan Goodliffe
2023-03-21
*
Move smooth property into Style and make it optional
Dan Goodliffe
2023-03-20
*
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
*
Fix left/right swap of cuboid face names
Dan Goodliffe
2023-03-20
*
Fix some name shadowing in FaceController
Dan Goodliffe
2023-03-20
*
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
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Add aggregrate constructor to TexturePacker::Area as required
Dan Goodliffe
2023-03-19
*
Use halfedge for texture coordinates
Dan Goodliffe
2023-03-18
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Use indices instead of triangulation
Dan Goodliffe
2023-03-18
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Fix texture packer return value so positions match inputs
Dan Goodliffe
2023-03-17
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Simplify calculation of texture position fraction
Dan Goodliffe
2023-03-16
*
Populate super texture with fragments
Dan Goodliffe
2023-03-15
*
Support creating a super texture from fragments
Dan Goodliffe
2023-03-14
*
Dedupe applying style to a face
Dan Goodliffe
2023-03-12
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Dedupe looking up the style stack for colour
Dan Goodliffe
2023-03-12
*
Support loading texture references into faces
Dan Goodliffe
2023-03-12
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Support loading references to texture fragments
Dan Goodliffe
2023-03-12
*
Initial version of texture packer
Dan Goodliffe
2023-03-11
*
Swap messy glmvec wrapper for OpenMesh Point/Normal with real glm::vec and a ...
Dan Goodliffe
2023-03-10
*
Mutation persists its own members
Dan Goodliffe
2023-03-10
*
Rewrite asset factory cylinder generator
Dan Goodliffe
2023-03-09
*
Make add_namedFace a thin template wrapper
Dan Goodliffe
2023-03-09
*
Refactor of asset factory to address mutation/face controller logic
Dan Goodliffe
2023-03-09
*
Support and load factory asset directly into a RailVehicleClass instance
Dan Goodliffe
2023-03-04
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Add Asset helpers to construct OpenGL ready meshes from Asset Factory meshes ...
Dan Goodliffe
2023-03-04
*
Split Asset into its own file
Dan Goodliffe
2023-03-03
*
Add ParseBase
Dan Goodliffe
2023-03-02
*
Parse colour values as they're read
Dan Goodliffe
2023-03-02
*
Remove to specify if the Selection pointer type is shared or not
Dan Goodliffe
2023-02-28
*
Support for named colours in assets
Dan Goodliffe
2023-02-27
*
Load the X11 RGB colour definitions into a map
Dan Goodliffe
2023-02-27
*
Name new faces based on adjacent faces when extruding
Dan Goodliffe
2023-02-25
*
Primitives add named faces
Dan Goodliffe
2023-02-25
*
Add face name property and wrapper to add a named face
Dan Goodliffe
2023-02-25
*
Support for recursive colouring of asset factory faces
Dan Goodliffe
2023-02-24
*
Implement loading asset, mesh and face definitions
Dan Goodliffe
2023-02-22
*
Fixup MapByMember to work with shared or unique ptr
Dan Goodliffe
2023-02-22
*
Move Appender in Persistence NS and simplify types
Dan Goodliffe
2023-02-21
*
Rename ModelFactory to AssetFactory
Dan Goodliffe
2023-02-21
*
Support for loading objects, uses and model factories from an XML resource
Dan Goodliffe
2023-02-21
*
Add missing override
Dan Goodliffe
2023-02-21
*
Add support for smooth faces
Dan Goodliffe
2023-02-16
*
Refactor so ModelFactoryMesh can define the smooth property on faces
Dan Goodliffe
2023-02-16
*
First cut of the model factory and the hardcoded Brush 47 model
Dan Goodliffe
2023-02-15
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