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. | ||
* | 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. | ||
* | Rename Shader to SceneShader | Dan Goodliffe | 2022-11-03 |
| | |||
* | Replace include guard macros with pragma once | Dan Goodliffe | 2022-01-02 |
| | |||
* | Separate geographic data (GeoData) from its visual representation(s) (Terrain) | Dan Goodliffe | 2022-01-02 |
| | |||
* | Move TickDuration to its own files | Dan Goodliffe | 2021-12-13 |
| | |||
* | 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. | ||
* | 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 |
| | |||
* | 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 |
| | |||
* | Generate some basic flat terrain | Dan Goodliffe | 2021-01-25 |