Commit message (Collapse) | Author | Age | |
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* | Apply StdTypeDefs for Texture | Dan Goodliffe | 2024-08-10 |
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* | Simplify vector addition/subtraction with differnt types | Dan Goodliffe | 2024-02-24 |
| | | | | | Automatically applies correct rounding with float to int operations, adjusts test expectations accordingly. | ||
* | Remove the generic cache completely | Dan Goodliffe | 2024-01-26 |
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* | We only need 3x3 matrix for model rotation spec | Dan Goodliffe | 2024-01-13 |
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* | Remove Position3D from RailVehicle | Dan Goodliffe | 2024-01-07 |
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* | Template Ray on position type | Dan Goodliffe | 2024-01-07 |
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* | Helper to create a cubiod from dimensions | Dan Goodliffe | 2024-01-06 |
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* | Simplified RailVehicle::intersectRay | Dan Goodliffe | 2024-01-06 |
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* | Remove more use of legacy types and unnecessary pointers from selectable ↵ | Dan Goodliffe | 2024-01-01 |
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* | Remove more use of legacy types | Dan Goodliffe | 2024-01-01 |
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* | Render correct VAO for rail vehicle shadows | Dan Goodliffe | 2023-12-03 |
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* | Model positions as integers | Dan Goodliffe | 2023-11-25 |
| | | | | | Introduces test failure in arcs due to rounding, but I don't want to create a complicated fix as link positions are still floats and hopefully that'll go away... somehow | ||
* | Remove getTransform | Dan Goodliffe | 2023-11-25 |
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* | Switch to millimeters for spatial units | Dan Goodliffe | 2023-11-15 |
| | | | | | | Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres. | ||
* | Send position and rotation matrix to GPU separately | Dan Goodliffe | 2023-11-13 |
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* | Refactor BufferedLocationT to use a callback | Dan Goodliffe | 2023-11-11 |
| | | | | Simplifies customisation in the face of multiple fields | ||
* | WIP typedefing all the things - sources | Dan Goodliffe | 2023-11-09 |
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* | WIP typedefing all the things - headers | Dan Goodliffe | 2023-11-07 |
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* | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 |
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* | Templated BufferedLocation and single buffer storage for RVC locations | Dan Goodliffe | 2023-05-06 |
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* | Refactor InstanceVertices in terms of glContainer | Dan Goodliffe | 2023-05-01 |
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* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | Half of them acquired a .cpp part anyway | ||
* | Draw rail vehicle classes and foliage with new mesh instance helper | Dan Goodliffe | 2023-04-26 |
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* | Pop and complete instanced shadow support | Dan Goodliffe | 2023-04-26 |
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* | Handle rendering of RailVehicles through RailVehicleClass instancing | Dan Goodliffe | 2023-04-23 |
| | | | | | | | Trains no longer need rendering as their parts are all RVC assets and that just works now. This commit creates some irritating duplication in RVC wrt body/2 bogies all of which are stored separately, but function in exactly the same way. This breaks RV shadows as we have no instancing shadow shaders yet. | ||
* | Remove the old .obj load, assets and supporting stuff | Dan Goodliffe | 2023-04-14 |
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* | Support creating a super texture from fragments | Dan Goodliffe | 2023-03-14 |
| | | | | Currently makes wild assumptions about vertices and doesn't actually populate the texture, it's just grey | ||
* | Default RailVehicle bogie positions according to class wheelBase | Dan Goodliffe | 2023-03-04 |
| | | | | Useful for render tests so everything looks sane | ||
* | RailVehicleClass now renders bogie shadows as well as body | Dan Goodliffe | 2023-03-04 |
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* | Load length, wheelBase and maxSpeed RailVehicleClass properties from XML | Dan Goodliffe | 2023-03-04 |
| | | | | Adjusts bogie position to appear correct according to wheelBase | ||
* | RailVehicleClass texture might be null | Dan Goodliffe | 2023-03-04 |
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* | Support and load factory asset directly into a RailVehicleClass instance | Dan Goodliffe | 2023-03-04 |
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* | 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 |
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* | Setting texture unit on bind | Dan Goodliffe | 2022-10-30 |
| | | | | Always sets the target unit before binding, allows specifying the unit | ||
* | Rename shadowing variable | Dan Goodliffe | 2022-10-22 |
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* | Standard typedefs for Mesh | Dan Goodliffe | 2022-10-13 |
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* | Standard typedefs for Link | Dan Goodliffe | 2022-10-13 |
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* | We know the last param is distance now | Dan Goodliffe | 2022-01-16 |
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* | Encapsulate Ray | Dan Goodliffe | 2022-01-02 |
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* | Replace include guard macros with pragma once | Dan Goodliffe | 2022-01-02 |
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* | Initial implementation for being able to click in the main window to select ↵ | Dan Goodliffe | 2021-12-28 |
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* | Refactor to start splitting out UI components | Dan Goodliffe | 2021-12-13 |
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* | Move TickDuration to its own files | Dan Goodliffe | 2021-12-13 |
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* | Fix up all remaining warnings | Dan Goodliffe | 2021-11-28 |
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* | Enable all Jason Turner recommended warnings | Dan Goodliffe | 2021-11-26 |
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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. | ||
* | Implement goto so node | Dan Goodliffe | 2021-03-16 |
| | | | | Encompasses determining a route and a distance to travel | ||
* | Allow activities to be changed when doing them | Dan Goodliffe | 2021-03-16 |
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