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path: root/gfx/followCameraController.cpp
Commit message (Collapse)AuthorAge
* Swap y,z axisDan Goodliffe2021-11-16
| | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared.
* Introduce the Train concept as a literal collection of rail vehiclesDan Goodliffe2021-03-06
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* Simplify a lot of code with sincosfDan Goodliffe2021-03-03
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* Replace Transform with LocationDan Goodliffe2021-03-03
| | | | Simpler, unbinds the transformation matrices for location, now done just in the shader.
* Zoom the ISO mode follow camera out a bitDan Goodliffe2021-02-22
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* Pass lintersDan Goodliffe2021-02-20
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* Mesh split, bogeys follow rails.Dan Goodliffe2021-02-19
| | | | | | | | | | | | | | Wow. This commit is too big. It: * splits obj loaded meshes into individual named objects. * moves obj to mesh(es) code into new file obj.impl.cpp, removing the clutter from mesh * removes Physical for providing the wrong level of abstraction * bit of a hack to adjust loaded models to offset rail vehicle bogeys to 0 centre, and then applies their calculated position to the mesh All in all, quite a lot of mess... But the result is the rail vehicle bogeys now follow the rails quite authentically.
* Disconnect camera control from shaderDan Goodliffe2021-02-17
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* Add a camera controller that follows vehiclesDan Goodliffe2021-02-16