| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | Don't create and then replace shadow and billboard textures | Dan Goodliffe | 2 days |
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| * | Replace glContainer with glAllocator | Dan Goodliffe | 2 days |
| | | | | | | | | glContainer is no longer required, as we can use std::vector with a custom allocator which uses OpenGL buffers for storage. Minor irritation is that the mapped buffers aren't guaranteed to be flushed in the tests, so sometimes we're missing bits in a test render. | ||
| * | Replace use of VertexArrayObject with glVertexArray/glBuffer DSA versions | Dan Goodliffe | 3 days |
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| * | Update stencils and billboards less often | Dan Goodliffe | 6 days |
| | | | | | | | | No need to update these every frame when little of nothing has changed. Instead, track the angle previously rendered and updated only when the new angle has diverged sufficiently from this. Larger updates update more frequently. | ||
| * | Calculate an appropriate billboardSize and useMeshClipDist | Dan Goodliffe | 7 days |
| | | | | | Removes hard coded arbitrary numbers for 256px sq and 140m. | ||
| * | Wrap up some low level texture operations in glTexture class | Dan Goodliffe | 7 days |
| | | | | | Fixes previously hard coded billboard texture size. | ||
| * | Billboard foliage | Dan Goodliffe | 9 days |
| | | | | | | | Partition the instances by within/without the view frustum, then by proximity to the view point and within/without the sunlight shadow frustum. Use billboards for far away/out of view instances. | ||
| * | Add Asset interface to create an arbitrarily placed instance | Dan Goodliffe | 2025-04-07 |
| | | | | | | InstanceProxy is returned out via a std::any containing a std::shared_ptr because any can only contain copyable things. | ||
| * | Pass a Frustum to shadow renderers | Dan Goodliffe | 2025-03-11 |
| | | | | | The frustum might not be correct at this stage. | ||
| * | Pass frustum into render functions | Dan Goodliffe | 2025-03-07 |
| | | | | | Support for culling objects outside the view frustum | ||
| * | Don't dump stencil texture | Dan Goodliffe | 2024-10-10 |
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| * | Include foliage yaw rotation in vertex, pass through instead of whole model ↵ | Dan Goodliffe | 2024-10-10 |
| | | | | | rotation matrix | ||
| * | Update stencil texture to 2d array | Dan Goodliffe | 2024-09-02 |
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| * | Use billboard shadows for foliage | Dan Goodliffe | 2024-08-28 |
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| * | Add a foliage vertex array for just the location data | Dan Goodliffe | 2024-08-26 |
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| * | Update asset stencils from shadow mapper | Dan Goodliffe | 2024-08-18 |
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| * | Use texture alpha in shadow stencil | Dan Goodliffe | 2024-08-10 |
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| * | Use mesh extents for shadow stencil extents | Dan Goodliffe | 2024-08-10 |
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| * | Initial commit of basic shadow depth map creation | Dan Goodliffe | 2024-08-10 |
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| * | Add shadow shader which takes into account texture transparency | Dan Goodliffe | 2024-07-07 |
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| * | Send position and rotation matrix to GPU separately | Dan Goodliffe | 2023-11-13 |
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| * | Refactor InstanceVertices in terms of glContainer | Dan Goodliffe | 2023-05-01 |
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| * | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | | Half of them acquired a .cpp part anyway | ||
| * | Draw rail vehicle classes and foliage with new mesh instance helper | Dan Goodliffe | 2023-04-26 |
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| * | Pop and complete instanced shadow support | Dan Goodliffe | 2023-04-26 |
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| * | Switch to render trees in bulk through foliage asset rendering | Dan Goodliffe | 2023-04-20 |
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| * | Add the plant/foliage game item concepts | Dan Goodliffe | 2023-04-10 |
