| Commit message (Expand) | Author | Age |
* | Fix up all the static analyzer warnings | Dan Goodliffe | 2023-01-08 |
* | Tidy shadow map creation | Dan Goodliffe | 2023-01-07 |
* | Use the whole texture when only some shadow map bands | Dan Goodliffe | 2023-01-07 |
* | Only generate the first N shadow maps which are useful | Dan Goodliffe | 2023-01-07 |
* | min/mag filter for shadow mapper depth map texture | Dan Goodliffe | 2023-01-06 |
* | Add directional light to pointlight test, fix setting of GL_DEPTH_TEST | Dan Goodliffe | 2022-12-30 |
* | Generate 4 bands of shadow maps | Dan Goodliffe | 2022-12-28 |
* | Generate a single shadow band and region definition | Dan Goodliffe | 2022-12-28 |
* | Light camera centre not required, view camera position suffices | Dan Goodliffe | 2022-12-28 |
* | Setup GL context before doing any shadow render work | Dan Goodliffe | 2022-12-28 |
* | Initial support for multiple shadow maps in the same texture | Dan Goodliffe | 2022-12-28 |
* | No need for the range hack, the shadow box is just centred around the origin | Dan Goodliffe | 2022-12-22 |
* | Invert shadow mapper orthographic project z... because glmOrtho is 'helpful' | Dan Goodliffe | 2022-12-18 |
* | Removed unnecessary rounding of view extents | Dan Goodliffe | 2022-12-18 |
* | First cut of view scope shadow mapper view | Dan Goodliffe | 2022-12-18 |
* | Tidy up | Dan Goodliffe | 2022-12-06 |
* | Centre shadow map at 0,0 until we can do better | Dan Goodliffe | 2022-12-04 |
* | Support saving a depth texture | Dan Goodliffe | 2022-12-04 |
* | Don't actually need to define an empty fragment shader | Dan Goodliffe | 2022-12-04 |
* | Initial commit of the shadow map generator and shadows render interface | Dan Goodliffe | 2022-12-03 |