Commit message (Collapse) | Author | Age | |
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* | Mesh split, bogeys follow rails. | Dan Goodliffe | 2021-02-19 |
| | | | | | | | | | | | | | | Wow. This commit is too big. It: * splits obj loaded meshes into individual named objects. * moves obj to mesh(es) code into new file obj.impl.cpp, removing the clutter from mesh * removes Physical for providing the wrong level of abstraction * bit of a hack to adjust loaded models to offset rail vehicle bogeys to 0 centre, and then applies their calculated position to the mesh All in all, quite a lot of mess... But the result is the rail vehicle bogeys now follow the rails quite authentically. | ||
* | Return a Physical's whole location, not just position | Dan Goodliffe | 2021-02-15 |
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* | Move texture cache to Texture class | Dan Goodliffe | 2021-01-25 |
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* | Split physical objects from renderable ones | Dan Goodliffe | 2021-01-25 |
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* | Remove the weird view/model/camera connectedness | Dan Goodliffe | 2021-01-24 |
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* | Allow physical objects to share meshes and textures | Dan Goodliffe | 2021-01-23 |
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* | Factor to support worlds, objects, windows etc | Dan Goodliffe | 2021-01-18 |