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path: root/game/terrain.h
Commit message (Collapse)AuthorAge
* Update terrain meshes as requiredDan Goodliffe3 days
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* Support regenerating the terrain mesh from updated geodataDan Goodliffe2024-10-27
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* Apply StdTypeDefs for TextureDan Goodliffe2024-08-10
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* Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
| | | | Handles global position type, colourBias for surface types
* Split water from terrainDan Goodliffe2024-04-06
| | | | Shares the geo data instance, and still has the same implementation at this stage.
* 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.
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
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* Replace include guard macros with pragma onceDan Goodliffe2022-01-02
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* Separate geographic data (GeoData) from its visual representation(s) (Terrain)Dan Goodliffe2022-01-02
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* Move TickDuration to its own filesDan Goodliffe2021-12-13
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* 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.
* 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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* 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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* Generate some basic flat terrainDan Goodliffe2021-01-25