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Commit message (Expand)AuthorAge
* glAllocator revampHEADmainDan Goodliffe7 days
* Add missing algorithm includeDan Goodliffe7 days
* Avoid UB in calculating member offsetDan Goodliffe7 days
* Shared VAO for all 3 parts of RailVehicleClassDan Goodliffe10 days
* Add missing typename exporting base::value_type from InstanceVerticesDan Goodliffe10 days
* Sprinkling of glDebugScope in assets and render partsDan Goodliffe11 days
* Split addAttribsFor away from requiring a buffer to bindDan Goodliffe11 days
* Replace hacky m4 shader preprocessing with proper glslang versionDan Goodliffe11 days
* Switch frame and render buffer to DSA helpersDan Goodliffe12 days
* Switch to floating point, camera relative position bufferDan Goodliffe12 days
* Specialise glTexture::savePositionDan Goodliffe12 days
* Remove identifier naming lint comments, gl* is fineDan Goodliffe13 days
* Move all low level texture operations to DSA helpers in glTextureDan Goodliffe13 days
* Replace gl_traits glTexParameter with glTexture::parameter DSA wrapperDan Goodliffe2026-03-07
* Fix naming violations in MeshDan Goodliffe2026-03-07
* Add glVertexArray useBufferDan Goodliffe2026-03-07
* Don't create and then replace shadow and billboard texturesDan Goodliffe2026-03-07
* Replace glContainer with glAllocatorDan Goodliffe2026-03-07
* Remove VertexArrayObject and supporting non-DSA gl_traits helpersDan Goodliffe2026-03-06
* Replace use of VertexArrayObject with glVertexArray/glBuffer DSA versionsDan Goodliffe2026-03-06
* Extend glVertexArray with VertexArrayConfiguratorDan Goodliffe2026-03-06
* Replace generic glBuffer type alias with a full implementationDan Goodliffe2026-03-06
* Replace basic glVertexArray with a specific class ready for helpersDan Goodliffe2026-03-04
* Update stencils and billboards less oftenDan Goodliffe2026-03-04
* Wrap up some low level texture operations in glTexture classDan Goodliffe2026-03-02
* Add BillboardProgram to SceneShaderDan Goodliffe2026-02-28
* Allow specifying all three partition functions independentlyDan Goodliffe2026-02-28
* Support for the BillboardPainterDan Goodliffe2026-02-28
* Tidy the preFrame logic into a single function in SceneRendererDan Goodliffe2026-02-23
* Reduce shader includes, doesn't use materialInterface, just DetailDan Goodliffe2026-02-20
* Simplified and tidied ShadowMapperDan Goodliffe2026-02-20
* Fix up the preFrame process to use both frustumsDan Goodliffe2026-02-18
* Refactor test-instancing so the data is generated in a common fixtureDan Goodliffe2026-02-14
* Add support for partitioning by 2 unary predicatesDan Goodliffe2026-02-14
* Return indices instead of iterates from InstanceVertices::partitionDan Goodliffe2026-02-14
* Make similar array tidy-up to networkStraight shadersDan Goodliffe2026-01-31
* Tidy networkCurve shadersDan Goodliffe2026-01-31
* Rename shader source in keeping with glsl expectationsDan Goodliffe2026-01-31
* Initial commit using tesselation shader to create curvesDan Goodliffe2026-01-31
* Update OpenGL context and shaders to v4.6Dan Goodliffe2026-01-29
* Fix search/replace of GL_* macros in glslDan Goodliffe2026-01-29
* Explicit cast to vec3 to disambiguate length/distance calcDan Goodliffe2026-01-26
* Fix warnings and minor tidy for GL lookupsDan Goodliffe2026-01-26
* Include GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS in networkCurve output calcDan Goodliffe2026-01-23
* Add glDebugScopeDan Goodliffe2026-01-16
* Pass shaders through glslangValidatorDan Goodliffe2026-01-16
* Update the SceneShader's view port on sceneRenderer resizeDan Goodliffe2025-04-08
* Default environment direction light shines down, not upDan Goodliffe2025-04-07
* Merge branch 'imgui'Dan Goodliffe2025-04-02
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| * Remove unrequired UIShaderDan Goodliffe2025-03-19