Commit message (Collapse) | Author | Age | ||
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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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* | | Refactor to further simplify line/point operations | Dan Goodliffe | 2023-11-04 | |
| | | | | | | | | Adds another perf test | |||
* | | Simplify some logic with the triangle construct | Dan Goodliffe | 2023-11-04 | |
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* | | Rename TerrainMesh to GeoData to drop inplace | Dan Goodliffe | 2023-11-04 | |
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* | | Calculate and expose the extents of the terrain mesh | Dan Goodliffe | 2023-11-04 | |
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* | | Static helper for loading ASCII grid data | Dan Goodliffe | 2023-11-04 | |
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* | | Implement terrain intersect ray | Dan Goodliffe | 2023-11-03 | |
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* | | Helper to get cartesian position from baricentric on Triangle | Dan Goodliffe | 2023-11-03 | |
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* | | Terrain mesh method for getting the height/position at a point on the surface | Dan Goodliffe | 2023-11-02 | |
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* | | Generic N-dimensional terrain triangle | Dan Goodliffe | 2023-11-02 | |
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* | | Make PointFace harder to misuse | Dan Goodliffe | 2023-10-31 | |
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* | | Update walk/walkUntil to work on PointFace from parameter | Dan Goodliffe | 2023-10-31 | |
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* | | Helper type for storing/passing/returning a point and its containing face | Dan Goodliffe | 2023-10-31 | |
| | | | | | | | | | | point is const as face is mutable as a cache of the face containing point. | |||
* | | Initial commit of walk/walkUtil terrain | Dan Goodliffe | 2023-10-31 | |
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* | | Initial commit of findPoint on terrain | Dan Goodliffe | 2023-10-29 | |
| | | | | | | | | | | 2D navigate from a default/given starting point, possible scope for improvement, but it's not exactly slow; <9ms | |||
* | | Initial OpenMesh based terrain data and tests | Dan Goodliffe | 2023-10-28 | |
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* | Swap GLEW for more modern glad | Dan Goodliffe | 2023-05-28 | |
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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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* | Reformat with new clang-format 16 | Dan Goodliffe | 2023-04-29 | |
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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. | |||
* | Use Location::getTransform in Plant instead of duplicating | Dan Goodliffe | 2023-04-23 | |
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* | Switch to render trees in bulk through foliage asset rendering | Dan Goodliffe | 2023-04-20 | |
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* | Assets moved to global game state | Dan Goodliffe | 2023-04-17 | |
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* | Remove the old .obj load, assets and supporting stuff | Dan Goodliffe | 2023-04-14 | |
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* | Add missing forward declaration | Dan Goodliffe | 2023-04-13 | |
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* | Plants are world objects | Dan Goodliffe | 2023-04-10 | |
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