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Commit message (Expand)AuthorAge
* Include foliage yaw rotation in vertex, pass through instead of whole model r...Dan Goodliffe2024-10-10
* Use LightDirection for calculating/passing all light dir componentsDan Goodliffe2024-10-06
* Psycho-rebased branch billboard-shadows on top of mainDan Goodliffe2024-09-23
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| * Update stencil texture to 2d arrayDan Goodliffe2024-09-02
| * Use billboard shadows for foliageDan Goodliffe2024-08-28
| * Add a foliage vertex array for just the location dataDan Goodliffe2024-08-26
| * Update asset stencils from shadow mapperDan Goodliffe2024-08-18
| * Use texture alpha in shadow stencilDan Goodliffe2024-08-10
| * Use mesh extents for shadow stencil extentsDan Goodliffe2024-08-10
| * Initial commit of basic shadow depth map creationDan Goodliffe2024-08-10
* | Adjust light colour as sun rises/setsDan Goodliffe2024-09-22
* | Calculate sunlight direction from worldTimeDan Goodliffe2024-09-22
* | Move getSunPos to EnvironmentDan Goodliffe2024-09-20
* | Add basic environment objectDan Goodliffe2024-09-20
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* Apply StdTypeDefs for TextureDan Goodliffe2024-08-10
* Add shadow shader which takes into account texture transparencyDan Goodliffe2024-07-07
* Remove abuse of std::adjacent_find from geoDataDan Goodliffe2024-05-25
* Simplify new face split loopDan Goodliffe2024-04-26
* Set the face surface type when setting heightDan Goodliffe2024-04-26
* Don't return newly created faces from splitDan Goodliffe2024-04-26
* Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
* Create terrain vertices per surface typeDan Goodliffe2024-04-12
* Introduce a basic terrain surface type assetDan Goodliffe2024-04-10
* Add GeoData face property for surface typeDan Goodliffe2024-04-08
* Stripped down water vertex and simplified shadersDan Goodliffe2024-04-07
* Create water squares/polygons only where requiredDan Goodliffe2024-04-07
* Fix creating a flat terrain of exactly the requested sizeDan Goodliffe2024-04-07
* Split water from terrainDan Goodliffe2024-04-06
* Don't garbage collect the terrain meshDan Goodliffe2024-04-04
* Update normals only as requiredDan Goodliffe2024-04-04
* Boundary edge and one time split with repeated 4-way split of large facesDan Goodliffe2024-04-01
* Add lots of simple triangle property helpersDan Goodliffe2024-04-01
* Replace face 4-way splitDan Goodliffe2024-04-01
* Factor out some helper lambdas into membersDan Goodliffe2024-03-31
* Split long boundary edgesDan Goodliffe2024-03-31
* Split faces with two large boundary sidesDan Goodliffe2024-03-31
* Don't save original face handlesDan Goodliffe2024-03-31
* Handle almost straight edges with a simple bisectDan Goodliffe2024-03-30
* Dedupe addition of extrusionsDan Goodliffe2024-03-23
* Handle and test concave surface boundariesDan Goodliffe2024-03-23
* Create extents purely from corner arcsDan Goodliffe2024-03-23
* Remove boundary collectionDan Goodliffe2024-03-23
* Extract vector_normal helper into libDan Goodliffe2024-03-23
* Add helper constructors to ArcDan Goodliffe2024-03-21
* Make arc_length a member functionDan Goodliffe2024-03-21
* Simplify creation of planesDan Goodliffe2024-03-18
* maybe_unused return from cut point searchDan Goodliffe2024-03-18
* Switch to using planes instead of triangles for deformaton cutDan Goodliffe2024-03-18
* Fix generation of halfedge extrusion extentsDan Goodliffe2024-03-14
* Simplify cut loop and termination case searchDan Goodliffe2024-03-14