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* 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 te...Dan Goodliffe2023-04-14
* 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
* 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
* Extend face controller to support splitting a face along a planeDan Goodliffe2023-04-07
* Apply styles in first loop over controlled facesDan Goodliffe2023-03-21
* Move smooth property into Style and make it optionalDan Goodliffe2023-03-20
* 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
* Add aggregrate constructor to TexturePacker::Area as requiredDan Goodliffe2023-03-19
* Use halfedge for texture coordinatesDan Goodliffe2023-03-18
* 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
* Support creating a super texture from fragmentsDan Goodliffe2023-03-14
* Dedupe applying style to a faceDan Goodliffe2023-03-12
* Dedupe looking up the style stack for colourDan Goodliffe2023-03-12
* Support loading texture references into facesDan Goodliffe2023-03-12
* Support loading references to texture fragmentsDan Goodliffe2023-03-12
* Initial version of texture packerDan Goodliffe2023-03-11
* Swap messy glmvec wrapper for OpenMesh Point/Normal with real glm::vec and a ...Dan Goodliffe2023-03-10
* Mutation persists its own membersDan Goodliffe2023-03-10
* Rewrite asset factory cylinder generatorDan Goodliffe2023-03-09
* Make add_namedFace a thin template wrapperDan Goodliffe2023-03-09
* Refactor of asset factory to address mutation/face controller logicDan Goodliffe2023-03-09
* Support and load factory asset directly into a RailVehicleClass instanceDan Goodliffe2023-03-04
* Add Asset helpers to construct OpenGL ready meshes from Asset Factory meshes ...Dan Goodliffe2023-03-04
* Split Asset into its own fileDan Goodliffe2023-03-03
* Add ParseBaseDan Goodliffe2023-03-02
* Parse colour values as they're readDan Goodliffe2023-03-02