Commit message (Collapse) | Author | Age | |
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* | Use billboard shadows for foliage | Dan Goodliffe | 2024-08-28 |
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* | Add a foliage vertex array for just the location data | Dan Goodliffe | 2024-08-26 |
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* | Update asset stencils from shadow mapper | Dan Goodliffe | 2024-08-18 |
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* | Use texture alpha in shadow stencil | Dan Goodliffe | 2024-08-10 |
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* | Use mesh extents for shadow stencil extents | Dan Goodliffe | 2024-08-10 |
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* | Initial commit of basic shadow depth map creation | Dan Goodliffe | 2024-08-10 |
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* | Apply StdTypeDefs for Texture | Dan Goodliffe | 2024-08-10 |
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* | Add shadow shader which takes into account texture transparency | Dan Goodliffe | 2024-07-07 |
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* | Remove abuse of std::adjacent_find from geoData | Dan Goodliffe | 2024-05-25 |
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* | Simplify new face split loop | Dan Goodliffe | 2024-04-26 |
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* | Set the face surface type when setting height | Dan Goodliffe | 2024-04-26 |
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* | Don't return newly created faces from split | Dan Goodliffe | 2024-04-26 |
| | | | | | It's not as simple as it looks as adjacent faces may also be split, making this a bit misleading. | ||
* | Custom vertex, vertex shader and fragment shader for landmass | Dan Goodliffe | 2024-04-16 |
| | | | | Handles global position type, colourBias for surface types | ||
* | Create terrain vertices per surface type | Dan Goodliffe | 2024-04-12 |
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* | Introduce a basic terrain surface type asset | Dan Goodliffe | 2024-04-10 |
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* | Add GeoData face property for surface type | Dan Goodliffe | 2024-04-08 |
| | | | | Arbitrary int type for now. | ||
* | Stripped down water vertex and simplified shaders | Dan Goodliffe | 2024-04-07 |
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* | Create water squares/polygons only where required | Dan Goodliffe | 2024-04-07 |
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* | Fix creating a flat terrain of exactly the requested size | Dan Goodliffe | 2024-04-07 |
| | | | | Which must be a size of multiples of GRID_SIZE, 10m | ||
* | Split water from terrain | Dan Goodliffe | 2024-04-06 |
| | | | | Shares the geo data instance, and still has the same implementation at this stage. | ||
* | Don't garbage collect the terrain mesh | Dan Goodliffe | 2024-04-04 |
| | | | | Use skipping iterators instead, GC would be implicit during save/load | ||
* | Update normals only as required | Dan Goodliffe | 2024-04-04 |
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* | Boundary edge and one time split with repeated 4-way split of large faces | Dan Goodliffe | 2024-04-01 |
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* | Add lots of simple triangle property helpers | Dan Goodliffe | 2024-04-01 |
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* | Replace face 4-way split | Dan Goodliffe | 2024-04-01 |
| | | | | Fixes integer rounding issue and returns the new face handles | ||
* | Factor out some helper lambdas into members | Dan Goodliffe | 2024-03-31 |
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* | Split long boundary edges | Dan Goodliffe | 2024-03-31 |
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* | Split faces with two large boundary sides | Dan Goodliffe | 2024-03-31 |
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* | Don't save original face handles | Dan Goodliffe | 2024-03-31 |
| | | | | Not required, likely to change anyway. | ||
* | Handle almost straight edges with a simple bisect | Dan Goodliffe | 2024-03-30 |
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* | Dedupe addition of extrusions | Dan Goodliffe | 2024-03-23 |
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* | Handle and test concave surface boundaries | Dan Goodliffe | 2024-03-23 |
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* | Create extents purely from corner arcs | Dan Goodliffe | 2024-03-23 |
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* | Remove boundary collection | Dan Goodliffe | 2024-03-23 |
| | | | | We can simply walk the boundary as required | ||
* | Extract vector_normal helper into lib | Dan Goodliffe | 2024-03-23 |
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* | Add helper constructors to Arc | Dan Goodliffe | 2024-03-21 |
| | | | | | | * Two angles, wraps logic ensuring b after a * Two vector directions * Centre and two endpoints, in at least 2 dimensions, uses .xy() | ||
* | Make arc_length a member function | Dan Goodliffe | 2024-03-21 |
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* | Simplify creation of planes | Dan Goodliffe | 2024-03-18 |
| | | | | Uses limit directions instead of fake triangles | ||
* | maybe_unused return from cut point search | Dan Goodliffe | 2024-03-18 |
| | | | | Only asserted | ||
* | Switch to using planes instead of triangles for deformaton cut | Dan Goodliffe | 2024-03-18 |
| | | | | | Removes the hacky need for going a bit too far to account for rounding errors... which didn't really work anyway. | ||
* | Fix generation of halfedge extrusion extents | Dan Goodliffe | 2024-03-14 |
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* | Simplify cut loop and termination case search | Dan Goodliffe | 2024-03-14 |
| | | | | Looks for a halfedge from current vertex to end vertex. | ||
* | Rewrite most of setHeights | Dan Goodliffe | 2024-03-08 |
| | | | | | 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 area | Dan Goodliffe | 2024-03-08 |
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* | Remove the nosplit list | Dan Goodliffe | 2024-02-24 |
| | | | | Not required now we don't randomly wonder into the new edges range | ||
* | Psycho-rebased branch deform-terrain on top of main | Dan Goodliffe | 2024-02-24 |
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| * | First cut of terrain deformation | Dan Goodliffe | 2024-02-22 |
| | | | | | | | | | | | | | | | | | | | | 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 terrain | Dan Goodliffe | 2024-02-22 |
| | | | | | | | | While we still use this... | ||
| * | Fix getting cartesian coords from triangle baripos | Dan Goodliffe | 2024-02-14 |
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| * | Include face handle in intersectRay result | Dan Goodliffe | 2024-02-13 |
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