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path: root/gfx/gl
Commit message (Expand)AuthorAge
* Move the vertex/fragment shader interface for materials into an includeDan Goodliffe2023-04-11
* Move lots of common glsl interface to include filesDan Goodliffe2023-04-11
* Remove (as yet) unused members from CameraDan Goodliffe2023-03-19
* Basic fragment ahader should use final colour to determine clear flagDan Goodliffe2023-03-14
* DynamicPoint shadow render now supports updating the position without calling...Dan Goodliffe2023-03-04
* Support for model colours mixed with texturesDan Goodliffe2023-02-24
* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
* Tidy shadow map creationDan Goodliffe2023-01-07
* Use the whole texture when only some shadow map bandsDan Goodliffe2023-01-07
* Only generate the first N shadow maps which are usefulDan Goodliffe2023-01-07
* min/mag filter for shadow mapper depth map textureDan Goodliffe2023-01-06
* Add rendering support for spot lightsDan Goodliffe2023-01-05
* Include uniform name in required uniform does not exist error messageDan Goodliffe2023-01-05
* Use VertexArrayObject for SceneShader::PointLightDan Goodliffe2023-01-02
* Use VertexArrayObject for SceneRendererDan Goodliffe2023-01-02
* Single helper for rendering the fullscreen quadDan Goodliffe2023-01-02
* VertexArrayObject helper supports binding an entire object, not just fieldsDan Goodliffe2023-01-02
* Should use value_type, not element_typeDan Goodliffe2023-01-02
* Add helper for configuring vertex array objects/buffers of arbitrary thingsDan Goodliffe2023-01-02
* Add directional light to pointlight test, fix setting of GL_DEPTH_TESTDan Goodliffe2022-12-30
* Add missing explicit on constructorsDan Goodliffe2022-12-29
* Tidy Camera::extentsAtDistDan Goodliffe2022-12-29
* Reduce size of shadow map textureDan Goodliffe2022-12-28
* Generate 4 bands of shadow mapsDan Goodliffe2022-12-28
* Generate a single shadow band and region definitionDan Goodliffe2022-12-28
* Light camera centre not required, view camera position sufficesDan Goodliffe2022-12-28
* Change default light directionDan Goodliffe2022-12-28
* Setup GL context before doing any shadow render workDan Goodliffe2022-12-28
* Initial support for multiple shadow maps in the same textureDan Goodliffe2022-12-28
* Reduce camera extents to the point they cross the sea floor boundaryDan Goodliffe2022-12-28
* No need for the range hack, the shadow box is just centred around the originDan Goodliffe2022-12-22
* Invert shadow mapper orthographic project z... because glmOrtho is 'helpful'Dan Goodliffe2022-12-18
* Removed unnecessary rounding of view extentsDan Goodliffe2022-12-18
* No need to store view or unViewDan Goodliffe2022-12-18
* First cut of view scope shadow mapper viewDan Goodliffe2022-12-18
* Add Camera method to get the extents of the view frustrum at some distanceDan Goodliffe2022-12-13
* Calculate an accurate up vector for the cameraDan Goodliffe2022-12-13
* Maintain a camera's inverse view projection matrixDan Goodliffe2022-12-13
* Cache unView matrix for unprojecting mouse clicks, update only on camera move...Dan Goodliffe2022-12-12
* Cache view and viewProject matrices, update only on camera movementDan Goodliffe2022-12-12
* Have Camera remember all its propertiesDan Goodliffe2022-12-12
* Make Camera members private with accessors and helpful settersDan Goodliffe2022-12-12
* Fix case of GetViewProjectionDan Goodliffe2022-12-11
* Support fall-back internal framebuffer formats, use smaller and/or standard f...Dan Goodliffe2022-12-08
* Tidy upDan Goodliffe2022-12-06
* Disable depth test, remove unnecesary texture binds and clear for lighting passDan Goodliffe2022-12-06
* Increase gBuffer position data to 32bit and drop all the alpha channelsDan Goodliffe2022-12-06
* Centre shadow map at 0,0 until we can do betterDan Goodliffe2022-12-04
* Explicit ShadowMapper size only, no defaultDan Goodliffe2022-12-04
* Do not unilluminate the back of objectsDan Goodliffe2022-12-04