| Commit message (Collapse) | Author | Age |
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Spot and point lights now existing in Renderable, the vertex data
contains the owning parent object's index in CommonLocationData, the
render step is just a single draw call.
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Removes the BufferedLocation and BufferedLocationUpdater mess.
Note: appears to break bogie rendering in asset factory test only, same
symptom as broken network render test? (out of date buffer data)
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Slashes the number of VAOs required and the amount of setup required.
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They've existed and been annoying since the day I first created it from
online examples.
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Wraps glVertexArrayVertexBuffer automatically getting the buffer name
from the argument and deriving the stride from the container's
value_type.
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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.
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InstanceProxy is returned out via a std::any containing a
std::shared_ptr because any can only contain copyable things.
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Support for culling objects outside the view frustum
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Still invokes non-instanced point light shader
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Rendering is untested, data is passed to whatever GL program is currently active.
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