Commit message (Collapse) | Author | Age | |
---|---|---|---|
* | Split water from terrain | Dan Goodliffe | 2024-04-06 |
| | | | | Shares the geo data instance, and still has the same implementation at this stage. | ||
* | Don't garbage collect the terrain mesh | Dan Goodliffe | 2024-04-04 |
| | | | | Use skipping iterators instead, GC would be implicit during save/load | ||
* | Fix calculation of texture coords of terrain | Dan Goodliffe | 2024-02-22 |
| | | | | While we still use this... | ||
* | Remove the generic cache completely | Dan Goodliffe | 2024-01-26 |
| | |||
* | Remove the static texture cache | Dan Goodliffe | 2024-01-25 |
| | | | | | Static variables persist too long, destruction is unmanaged and occurs after the gl context is gone. | ||
* | Fix terrain texture tiling | Dan Goodliffe | 2023-11-26 |
| | |||
* | Rename TerrainMesh to GeoData to drop inplace | Dan Goodliffe | 2023-11-04 |
| | |||
* | Reformat with new clang-format 16 | Dan Goodliffe | 2023-04-29 |
| | |||
* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | Half of them acquired a .cpp part anyway | ||
* | Initial commit of the shadow map generator and shadows render interface | Dan Goodliffe | 2022-12-03 |
| | | | | | Lots of hard coding, buggy in places, far from great, but the basics work. | ||
* | Restructure how shaders are worked with | Dan Goodliffe | 2022-11-03 |
| | | | | Needs a tidy-up | ||
* | Rename Shader to SceneShader | Dan Goodliffe | 2022-11-03 |
| | |||
* | Setting texture unit on bind | Dan Goodliffe | 2022-10-30 |
| | | | | Always sets the target unit before binding, allows specifying the unit | ||
* | Separate geographic data (GeoData) from its visual representation(s) (Terrain) | Dan Goodliffe | 2022-01-02 |
| | |||
* | Cache allows multiple key parts | Dan Goodliffe | 2022-01-01 |
| | |||
* | Fix up all remaining warnings | Dan Goodliffe | 2021-11-28 |
| | |||
* | Enable all Jason Turner recommended warnings | Dan Goodliffe | 2021-11-26 |
| | |||
* | Include stb directly | Dan Goodliffe | 2021-11-25 |
| | |||
* | Swap y,z axis | Dan Goodliffe | 2021-11-16 |
| | | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared. | ||
* | Fix warnings produced by new clang-tidy | Dan Goodliffe | 2021-05-02 |
| | |||
* | Replace Transform with Location | Dan Goodliffe | 2021-03-03 |
| | | | | Simpler, unbinds the transformation matrices for location, now done just in the shader. | ||
* | Pass linters | Dan Goodliffe | 2021-02-20 |
| | |||
* | Custom land and water shaders | Dan Goodliffe | 2021-02-20 |
| | | | | | | | Create sandy beaches, snow topped mountains and grassy hills with a single texture, coloured according to land height by a custom shader. Also use the land mass mesh with a new water texture and a custom shader to create rather nice looking water effect with depth, waves and motion. | ||
* | Create smoother terrain | Dan Goodliffe | 2021-02-20 |
| | |||
* | Split landmass and water textures | Dan Goodliffe | 2021-02-17 |
| | |||
* | Split landmass and water meshes | Dan Goodliffe | 2021-02-17 |
| | |||
* | Don't keep the terrain vertex and index vectors | Dan Goodliffe | 2021-02-17 |
| | |||
* | Create terrain as collection of meshes | Dan Goodliffe | 2021-02-04 |
| | |||
* | Restructure to allow a resource path and testing | Dan Goodliffe | 2021-02-04 |
| | |||
* | Basic support for loading a heightmap from an image | Dan Goodliffe | 2021-01-28 |
| | |||
* | Split common terrain code out | Dan Goodliffe | 2021-01-28 |
| | |||
* | Generate some random terrain with a water layer | Dan Goodliffe | 2021-01-26 |
| | |||
* | Use vector sizes when passing terrain to opengl | Dan Goodliffe | 2021-01-26 |
| | |||
* | Generate some basic flat terrain | Dan Goodliffe | 2021-01-25 |