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I Like Trains
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terrain-deform-2
The I Like Trains game
Dan Goodliffe
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Author
Age
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Dunno how, but some DOS new lines got in here!
Dan Goodliffe
2023-04-29
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Lookup material details once in the vertex shader
Dan Goodliffe
2023-04-27
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Point shaders (shadows) can all share the same implementation now in a single...
Dan Goodliffe
2023-04-26
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Point shaders can all share the same implementation now in a single place
Dan Goodliffe
2023-04-26
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Pop and complete instanced shadow support
Dan Goodliffe
2023-04-26
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Add BufferedLocation
Dan Goodliffe
2023-04-23
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Assert the buffer is actually mapped
Dan Goodliffe
2023-04-23
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Keep the instance unused vector sorted and binary search it
Dan Goodliffe
2023-04-22
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Don't fill the instances unused vector unnecessarily
Dan Goodliffe
2023-04-22
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Test instancing automatic unmap when count is called, add some nodiscard
Dan Goodliffe
2023-04-22
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Streamline the instancing maintenance
Dan Goodliffe
2023-04-22
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Fix the instancing maintenance
Dan Goodliffe
2023-04-22
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Instances buffer data needs to be unmapped before use
Dan Goodliffe
2023-04-21
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Expose bufferName and count from InstanceVertices
Dan Goodliffe
2023-04-20
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Support setting vertex attrib divisor
Dan Goodliffe
2023-04-19
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Enable all vertex array attribs configured by vertexAttribFunc
Dan Goodliffe
2023-04-19
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Persist vertexArrayId across multiple calls
Dan Goodliffe
2023-04-19
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Add basic instanced shader to those which get the viewProjection configured
Dan Goodliffe
2023-04-19
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Fix type of basic instanced shader
Dan Goodliffe
2023-04-19
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Fix location of model matrix in vertex shader
Dan Goodliffe
2023-04-18
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Specialize vertexAttribFunc for matrices because there's an upper limit of si...
Dan Goodliffe
2023-04-18
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Separate storing of mesh vertex/index data from configuring VAO
Dan Goodliffe
2023-04-17
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Revamp how VertexArrayObject configures attributes and data
Dan Goodliffe
2023-04-17
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Fix up the way spotlight shader works
Dan Goodliffe
2023-04-17
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First cut of instance vertices and proxy
Dan Goodliffe
2023-04-17
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Add the dynamicPoint shader for instancing
Dan Goodliffe
2023-04-15
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Rename lots of shader files
Dan Goodliffe
2023-04-15
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Handle different mapmodes in basic shader
Dan Goodliffe
2023-04-14
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Rename clear to opaque as its 1 for solid
Dan Goodliffe
2023-04-13
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Adjust gl_FragDepth according to texel opacity
Dan Goodliffe
2023-04-13
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Update shaders to use material to conditionally lookup sub-texture in the atlas
Dan Goodliffe
2023-04-13
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Fix submitting of integer values via vertex arrays
Dan Goodliffe
2023-04-13
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Move the vertex/fragment shader interface for materials into an include
Dan Goodliffe
2023-04-11
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Move lots of common glsl interface to include files
Dan Goodliffe
2023-04-11
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Remove (as yet) unused members from Camera
Dan Goodliffe
2023-03-19
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Basic fragment ahader should use final colour to determine clear flag
Dan Goodliffe
2023-03-14
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DynamicPoint shadow render now supports updating the position without calling...
Dan Goodliffe
2023-03-04
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Support for model colours mixed with textures
Dan Goodliffe
2023-02-24
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Fix up all the static analyzer warnings
Dan Goodliffe
2023-01-08
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Tidy shadow map creation
Dan Goodliffe
2023-01-07
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Use the whole texture when only some shadow map bands
Dan Goodliffe
2023-01-07
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Only generate the first N shadow maps which are useful
Dan Goodliffe
2023-01-07
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min/mag filter for shadow mapper depth map texture
Dan Goodliffe
2023-01-06
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Add rendering support for spot lights
Dan Goodliffe
2023-01-05
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Include uniform name in required uniform does not exist error message
Dan Goodliffe
2023-01-05
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Use VertexArrayObject for SceneShader::PointLight
Dan Goodliffe
2023-01-02
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Use VertexArrayObject for SceneRenderer
Dan Goodliffe
2023-01-02
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Single helper for rendering the fullscreen quad
Dan Goodliffe
2023-01-02
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VertexArrayObject helper supports binding an entire object, not just fields
Dan Goodliffe
2023-01-02
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Should use value_type, not element_type
Dan Goodliffe
2023-01-02
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