Commit message (Collapse) | Author | Age | ||
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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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* | Remove the static texture cache | Dan Goodliffe | 2024-01-25 | |
| | | | | | Static variables persist too long, destruction is unmanaged and occurs after the gl context is gone. | |||
* | Bind the network profile in as uniforms | Dan Goodliffe | 2024-01-22 | |
| | | | | Makes the network shaders generic to network type | |||
* | Remove the old custom mesh per network link rendering | Dan Goodliffe | 2024-01-21 | |
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* | Pass curve link radius, no recalculate, its constant | Dan Goodliffe | 2024-01-20 | |
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* | Implement basic network curve part shader | Dan Goodliffe | 2024-01-20 | |
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* | Update network with vertex array | Dan Goodliffe | 2024-01-20 | |
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* | Render rail network using new shaders | Dan Goodliffe | 2024-01-20 | |
| | | | | Non-functional, totally unimplemented at this stage | |||
* | Copy render vital link data to vertex buffer | Dan Goodliffe | 2024-01-20 | |
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* | We only need 3x3 matrix for model rotation spec | Dan Goodliffe | 2024-01-13 | |
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* | Only create VAOs for the light type(s) in use | Dan Goodliffe | 2024-01-13 | |
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* | Merge common parts of light type vertices | Dan Goodliffe | 2024-01-13 | |
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* | Minor tidy up | Dan Goodliffe | 2024-01-13 | |
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* | Add model support for point lights | Dan Goodliffe | 2024-01-12 | |
| | | | | Still invokes non-instanced point light shader | |||
* | Initial commit with working light instancing | Dan Goodliffe | 2024-01-10 | |
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* | Add spot light definition, loader, and rendering | Dan Goodliffe | 2024-01-10 | |
| | | | | Rendering is untested, data is passed to whatever GL program is currently active. | |||
* | Add the Illuminator (type) and Light (instance) classes | Dan Goodliffe | 2024-01-09 | |
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* | Remove PositionxD from Network | Dan Goodliffe | 2024-01-07 | |
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* | Global positions in network data | Dan Goodliffe | 2024-01-07 | |
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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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* | Unified crossProduct | 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 | |
| | | | | interface | |||
* | Remove more use of legacy types | Dan Goodliffe | 2024-01-01 | |
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* | Remove misleading power operator^ on vec2/3 | Dan Goodliffe | 2023-12-29 | |
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* | Remove weird operator! on vec2/3 | Dan Goodliffe | 2023-12-29 | |
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* | Use new calc types in geoData | Dan Goodliffe | 2023-12-17 | |
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* | Render correct VAO for rail vehicle shadows | Dan Goodliffe | 2023-12-03 | |
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* | Handle the case where the ray never enters the map | Dan Goodliffe | 2023-12-02 | |
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* | Extend ray for intersect walk to cover the extents of the map | Dan Goodliffe | 2023-12-02 | |
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* | Replace positionAt with pure integer version | Dan Goodliffe | 2023-12-02 | |
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* | Fix terrain texture tiling | Dan Goodliffe | 2023-11-26 | |
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* | Calculate vertex normals only | Dan Goodliffe | 2023-11-26 | |
| | | | | | | Doesn't require half edge normals or face normals, which uses Newell's method, which results in integer overflow... Not to mention we don't need all the other normals. | |||
* | Merge branch 'ints' into terrain | Dan Goodliffe | 2023-11-26 | |
|\ | | | | | | | | | | | Conflicts fix, compiles, some test failures remain. Trees not added, possibility of OM invalid handle assertion failures, normals broken due to integer overflow in Newell's method. | |||
| * | 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 just about everything else | Dan Goodliffe | 2023-11-09 | |
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| * | 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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* | | Fix todo for handling a terrain walk from outside the mesh | Dan Goodliffe | 2023-11-05 | |
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* | | Fix calculating extents | Dan Goodliffe | 2023-11-05 | |
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* | | Fix and split linesCross | Dan Goodliffe | 2023-11-05 | |
| | | | | | | | | | | Previous tested they crossed in a specific direction, which is wrong but useful. Adds linesCrossLtR for this use case. | |||
* | | Add methods to walk the boundary of the terrain mesh | Dan Goodliffe | 2023-11-05 | |
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