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* Rewrite most of setHeightsDan Goodliffe2024-03-08
| | | | | Accounts for sensible corners and fixes quite a few bugs and edge cases... introduces a few more, is still a bit glitchy in places
* Bail out early if the input does not define an areaDan Goodliffe2024-03-08
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* Remove the nosplit listDan Goodliffe2024-02-24
| | | | Not required now we don't randomly wonder into the new edges range
* Psycho-rebased branch deform-terrain on top of mainDan Goodliffe2024-02-24
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| * First cut of terrain deformationDan Goodliffe2024-02-22
| | | | | | | | | | | | | | | | | | | | This "works" for some definition of works... But it's flawed in many ways, not least the following: * It's glitchy for no obvious reason * It's unreliable; fails if you tweak the parameters * The sides of the modified area are triangulated in the dumbest possible fashion, which results in ill-formed polygons * Probably other things, but... It works, remember...
| * Fix calculation of texture coords of terrainDan Goodliffe2024-02-22
| | | | | | | | While we still use this...
| * Fix getting cartesian coords from triangle bariposDan Goodliffe2024-02-14
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| * Include face handle in intersectRay resultDan Goodliffe2024-02-13
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| * Add helpers for testing for triangle overlap/containednessDan Goodliffe2024-02-12
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| * Create flat GeoData as 10m squares instead of one big squareDan Goodliffe2024-02-12
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* | Simplify vector addition/subtraction with differnt typesDan Goodliffe2024-02-24
|/ | | | | Automatically applies correct rounding with float to int operations, adjusts test expectations accordingly.
* Remove the generic cache completelyDan Goodliffe2024-01-26
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* Remove the static texture cacheDan Goodliffe2024-01-25
| | | | | Static variables persist too long, destruction is unmanaged and occurs after the gl context is gone.
* Bind the network profile in as uniformsDan Goodliffe2024-01-22
| | | | Makes the network shaders generic to network type
* Remove the old custom mesh per network link renderingDan Goodliffe2024-01-21
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* Pass curve link radius, no recalculate, its constantDan Goodliffe2024-01-20
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* Implement basic network curve part shaderDan Goodliffe2024-01-20
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* Update network with vertex arrayDan Goodliffe2024-01-20
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* Render rail network using new shadersDan Goodliffe2024-01-20
| | | | Non-functional, totally unimplemented at this stage
* Copy render vital link data to vertex bufferDan Goodliffe2024-01-20
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* We only need 3x3 matrix for model rotation specDan Goodliffe2024-01-13
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* Only create VAOs for the light type(s) in useDan Goodliffe2024-01-13
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* Merge common parts of light type verticesDan Goodliffe2024-01-13
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* Minor tidy upDan Goodliffe2024-01-13
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* Add model support for point lightsDan Goodliffe2024-01-12
| | | | Still invokes non-instanced point light shader
* Initial commit with working light instancingDan Goodliffe2024-01-10
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* Add spot light definition, loader, and renderingDan Goodliffe2024-01-10
| | | | Rendering is untested, data is passed to whatever GL program is currently active.
* Add the Illuminator (type) and Light (instance) classesDan Goodliffe2024-01-09
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* Remove PositionxD from NetworkDan Goodliffe2024-01-07
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* Global positions in network dataDan Goodliffe2024-01-07
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* Remove Position3D from RailVehicleDan Goodliffe2024-01-07
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* Template Ray on position typeDan Goodliffe2024-01-07
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* Unified crossProductDan Goodliffe2024-01-07
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* Helper to create a cubiod from dimensionsDan Goodliffe2024-01-06
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* Simplified RailVehicle::intersectRayDan Goodliffe2024-01-06
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* Remove more use of legacy types and unnecessary pointers from selectable ↵Dan Goodliffe2024-01-01
| | | | interface
* Remove more use of legacy typesDan Goodliffe2024-01-01
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* Remove misleading power operator^ on vec2/3Dan Goodliffe2023-12-29
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* Remove weird operator! on vec2/3Dan Goodliffe2023-12-29
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* Use new calc types in geoDataDan Goodliffe2023-12-17
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* Render correct VAO for rail vehicle shadowsDan Goodliffe2023-12-03
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* Handle the case where the ray never enters the mapDan Goodliffe2023-12-02
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* Extend ray for intersect walk to cover the extents of the mapDan Goodliffe2023-12-02
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* Replace positionAt with pure integer versionDan Goodliffe2023-12-02
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* Fix terrain texture tilingDan Goodliffe2023-11-26
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* Calculate vertex normals onlyDan Goodliffe2023-11-26
| | | | | | 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 terrainDan Goodliffe2023-11-26
|\ | | | | | | | | | | 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 integersDan Goodliffe2023-11-25
| | | | | | | | | | 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 getTransformDan Goodliffe2023-11-25
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| * Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
| | | | | | | | | | | | 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.