Commit message (Collapse) | Author | Age | ||
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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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* | Add the plant/foliage game item concepts | Dan Goodliffe | 2023-04-10 | |
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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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* | Fix up all the static analyzer warnings | Dan Goodliffe | 2023-01-08 | |
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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. | |||
* | Rename rdiv to ratio and add a vec2 override | Dan Goodliffe | 2022-11-18 | |
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* | Remove useless GeoData default constructor | Dan Goodliffe | 2022-11-14 | |
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* | 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 | |||
* | Implement extending a network to join link ends | Dan Goodliffe | 2022-10-28 | |
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* | Implement extending a network into open space | Dan Goodliffe | 2022-10-28 | |
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