Commit message (Collapse) | Author | Age | |
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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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* | 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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* | 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 |
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* | Populate super texture with fragments | Dan Goodliffe | 2023-03-15 |
| | | | | | 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 fragments | Dan Goodliffe | 2023-03-14 |
| | | | | Currently makes wild assumptions about vertices and doesn't actually populate the texture, it's just grey | ||
* | 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 |
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* | 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 |
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* | Initial version of texture packer | Dan Goodliffe | 2023-03-11 |
| | | | | | Determines where a collection of smaller textures can be tiled into a single bigger image. Probably non-optimal. | ||
* | Swap messy glmvec wrapper for OpenMesh Point/Normal with real glm::vec and a ↵ | Dan Goodliffe | 2023-03-10 |
| | | | | | | custom vector_traits implementation Simplify code previously messy as a result of the original hack. | ||
* | Mutation persists its own members | Dan Goodliffe | 2023-03-10 |
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* | Rewrite asset factory cylinder generator | Dan Goodliffe | 2023-03-09 |
| | | | | | Fixes duplication of sincos to get circumference and vertex duplication breaking smooth edge shading. | ||
* | Make add_namedFace a thin template wrapper | Dan Goodliffe | 2023-03-09 |
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* | 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 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 |
| | | | | 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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