Commit message (Collapse) | Author | Age | |
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* | Include stb directly | Dan Goodliffe | 2021-11-25 |
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* | 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 |
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* | 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 |
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* | 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 |
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* | Split landmass and water textures | Dan Goodliffe | 2021-02-17 |
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* | Split landmass and water meshes | Dan Goodliffe | 2021-02-17 |
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* | Don't keep the terrain vertex and index vectors | Dan Goodliffe | 2021-02-17 |
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* | Create terrain as collection of meshes | Dan Goodliffe | 2021-02-04 |
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* | Restructure to allow a resource path and testing | Dan Goodliffe | 2021-02-04 |
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* | Basic support for loading a heightmap from an image | Dan Goodliffe | 2021-01-28 |
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* | Split common terrain code out | Dan Goodliffe | 2021-01-28 |
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* | Generate some random terrain with a water layer | Dan Goodliffe | 2021-01-26 |
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* | Use vector sizes when passing terrain to opengl | Dan Goodliffe | 2021-01-26 |
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* | Generate some basic flat terrain | Dan Goodliffe | 2021-01-25 |