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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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...
*
Use 32bit integer texture for position render data
Dan Goodliffe
2023-12-17
*
Use a separate framebuffer for illumination phase
Dan Goodliffe
2023-12-17
*
Support setting framebuffer texture format
Dan Goodliffe
2023-12-15
*
Basic support for saving intermediate render buffers
Dan Goodliffe
2023-12-13
*
Fix clamping to seafloor and add specific test
Dan Goodliffe
2023-12-11
*
Integer camera
Dan Goodliffe
2023-12-11
*
Set the viewPoint uniform in shadow shaders
Dan Goodliffe
2023-12-03
*
Shader viewPoint now an integer
Dan Goodliffe
2023-12-03
*
Model positions as integers
Dan Goodliffe
2023-11-25
*
Remove getTransform
Dan Goodliffe
2023-11-25
*
Send position and rotation matrix to GPU separately in shadowmapper dynamic
Dan Goodliffe
2023-11-25
*
Send position and rotation matrix to GPU separately in basic program
Dan Goodliffe
2023-11-25
*
Switch to millimeters for spatial units
Dan Goodliffe
2023-11-15
*
Send position and rotation matrix to GPU separately
Dan Goodliffe
2023-11-13
*
Refactor BufferedLocationT to use a callback
Dan Goodliffe
2023-11-11
*
Add BufferedLocation method for getting the rotation only transform
Dan Goodliffe
2023-11-11
*
Fix definition of shadowMapRegions
Dan Goodliffe
2023-11-09
*
WIP typedefing just about everything else
Dan Goodliffe
2023-11-09
*
WIP typedefing all the things - sources
Dan Goodliffe
2023-11-09
*
WIP typedefing all the things - headers
Dan Goodliffe
2023-11-07
*
Reformat with new clang-format
Dan Goodliffe
2023-11-07
*
Swap GLEW for more modern glad
Dan Goodliffe
2023-05-28
*
Make Mesh into a template to support any vertex type
Dan Goodliffe
2023-05-10
*
Templated BufferedLocation and single buffer storage for RVC locations
Dan Goodliffe
2023-05-06
*
Refactor InstanceVertices in terms of glContainer
Dan Goodliffe
2023-05-01
*
Reformat with new clang-format 16
Dan Goodliffe
2023-04-29
*
Drop .hpp for header only things
Dan Goodliffe
2023-04-29
*
Dunno how, but some DOS new lines got in here!
Dan Goodliffe
2023-04-29
*
Lookup material details once in the vertex shader
Dan Goodliffe
2023-04-27
*
Point shaders (shadows) can all share the same implementation now in a single...
Dan Goodliffe
2023-04-26
*
Point shaders can all share the same implementation now in a single place
Dan Goodliffe
2023-04-26
*
Pop and complete instanced shadow support
Dan Goodliffe
2023-04-26
*
Add BufferedLocation
Dan Goodliffe
2023-04-23
*
Assert the buffer is actually mapped
Dan Goodliffe
2023-04-23
*
Keep the instance unused vector sorted and binary search it
Dan Goodliffe
2023-04-22
*
Don't fill the instances unused vector unnecessarily
Dan Goodliffe
2023-04-22
*
Test instancing automatic unmap when count is called, add some nodiscard
Dan Goodliffe
2023-04-22
*
Streamline the instancing maintenance
Dan Goodliffe
2023-04-22
*
Fix the instancing maintenance
Dan Goodliffe
2023-04-22
*
Instances buffer data needs to be unmapped before use
Dan Goodliffe
2023-04-21
*
Expose bufferName and count from InstanceVertices
Dan Goodliffe
2023-04-20
*
Support setting vertex attrib divisor
Dan Goodliffe
2023-04-19
*
Enable all vertex array attribs configured by vertexAttribFunc
Dan Goodliffe
2023-04-19
*
Persist vertexArrayId across multiple calls
Dan Goodliffe
2023-04-19
*
Add basic instanced shader to those which get the viewProjection configured
Dan Goodliffe
2023-04-19
*
Fix type of basic instanced shader
Dan Goodliffe
2023-04-19
*
Fix location of model matrix in vertex shader
Dan Goodliffe
2023-04-18
*
Specialize vertexAttribFunc for matrices because there's an upper limit of si...
Dan Goodliffe
2023-04-18
*
Separate storing of mesh vertex/index data from configuring VAO
Dan Goodliffe
2023-04-17
*
Revamp how VertexArrayObject configures attributes and data
Dan Goodliffe
2023-04-17
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