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path: root/game/terrain.cpp
Commit message (Collapse)AuthorAge
* Update terrain meshes as requiredDan Goodliffe13 hours
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* Support regenerating the terrain mesh from updated geodataDan Goodliffe2024-10-27
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* Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
| | | | Handles global position type, colourBias for surface types
* Create terrain vertices per surface typeDan Goodliffe2024-04-12
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* Split water from terrainDan Goodliffe2024-04-06
| | | | Shares the geo data instance, and still has the same implementation at this stage.
* Don't garbage collect the terrain meshDan Goodliffe2024-04-04
| | | | Use skipping iterators instead, GC would be implicit during save/load
* Fix calculation of texture coords of terrainDan Goodliffe2024-02-22
| | | | While we still use this...
* Remove the generic cache completelyDan Goodliffe2024-01-26
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* Remove the static texture cacheDan Goodliffe2024-01-25
| | | | | Static variables persist too long, destruction is unmanaged and occurs after the gl context is gone.
* Fix terrain texture tilingDan Goodliffe2023-11-26
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* Rename TerrainMesh to GeoData to drop inplaceDan Goodliffe2023-11-04
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* Reformat with new clang-format 16Dan Goodliffe2023-04-29
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* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Initial commit of the shadow map generator and shadows render interfaceDan Goodliffe2022-12-03
| | | | | Lots of hard coding, buggy in places, far from great, but the basics work.
* Restructure how shaders are worked withDan Goodliffe2022-11-03
| | | | Needs a tidy-up
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
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* Setting texture unit on bindDan Goodliffe2022-10-30
| | | | Always sets the target unit before binding, allows specifying the unit
* Separate geographic data (GeoData) from its visual representation(s) (Terrain)Dan Goodliffe2022-01-02
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* Cache allows multiple key partsDan Goodliffe2022-01-01
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* Fix up all remaining warningsDan Goodliffe2021-11-28
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* Enable all Jason Turner recommended warningsDan Goodliffe2021-11-26
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* Include stb directlyDan Goodliffe2021-11-25
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* Swap y,z axisDan Goodliffe2021-11-16
| | | | 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-tidyDan Goodliffe2021-05-02
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* Replace Transform with LocationDan Goodliffe2021-03-03
| | | | Simpler, unbinds the transformation matrices for location, now done just in the shader.
* Pass lintersDan Goodliffe2021-02-20
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* Custom land and water shadersDan Goodliffe2021-02-20
| | | | | | | 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 terrainDan Goodliffe2021-02-20
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* Split landmass and water texturesDan Goodliffe2021-02-17
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* Split landmass and water meshesDan Goodliffe2021-02-17
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* Don't keep the terrain vertex and index vectorsDan Goodliffe2021-02-17
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* Create terrain as collection of meshesDan Goodliffe2021-02-04
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* Restructure to allow a resource path and testingDan Goodliffe2021-02-04
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* Basic support for loading a heightmap from an imageDan Goodliffe2021-01-28
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* Split common terrain code outDan Goodliffe2021-01-28
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* Generate some random terrain with a water layerDan Goodliffe2021-01-26
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* Use vector sizes when passing terrain to openglDan Goodliffe2021-01-26
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* Generate some basic flat terrainDan Goodliffe2021-01-25