index
:
I Like Trains
main
terrain-for-networks
The I Like Trains game
Dan Goodliffe
summary
refs
log
tree
commit
diff
log msg
author
committer
range
path:
root
/
gfx
/
gl
Commit message (
Expand
)
Author
Age
...
*
Reduce camera extents to the point they cross the sea floor boundary
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
*
No need to store view or unView
Dan Goodliffe
2022-12-18
*
First cut of view scope shadow mapper view
Dan Goodliffe
2022-12-18
*
Add Camera method to get the extents of the view frustrum at some distance
Dan Goodliffe
2022-12-13
*
Calculate an accurate up vector for the camera
Dan Goodliffe
2022-12-13
*
Maintain a camera's inverse view projection matrix
Dan Goodliffe
2022-12-13
*
Cache unView matrix for unprojecting mouse clicks, update only on camera move...
Dan Goodliffe
2022-12-12
*
Cache view and viewProject matrices, update only on camera movement
Dan Goodliffe
2022-12-12
*
Have Camera remember all its properties
Dan Goodliffe
2022-12-12
*
Make Camera members private with accessors and helpful setters
Dan Goodliffe
2022-12-12
*
Fix case of GetViewProjection
Dan Goodliffe
2022-12-11
*
Support fall-back internal framebuffer formats, use smaller and/or standard f...
Dan Goodliffe
2022-12-08
*
Tidy up
Dan Goodliffe
2022-12-06
*
Disable depth test, remove unnecesary texture binds and clear for lighting pass
Dan Goodliffe
2022-12-06
*
Increase gBuffer position data to 32bit and drop all the alpha channels
Dan Goodliffe
2022-12-06
*
Centre shadow map at 0,0 until we can do better
Dan Goodliffe
2022-12-04
*
Explicit ShadowMapper size only, no default
Dan Goodliffe
2022-12-04
*
Do not unilluminate the back of objects
Dan Goodliffe
2022-12-04
*
Generate and use a shadow map
Dan Goodliffe
2022-12-04
*
Fixed point shadow shader doesn't need normal/texture data
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
*
Check error state during setup, set OpenGL version to 3.3 core
Dan Goodliffe
2022-12-03
*
Split SceneProvider out
Dan Goodliffe
2022-11-27
*
SceneRenderer is a graphics component, not a UI one
Dan Goodliffe
2022-11-27
*
Change pointlight render area definition to a cube
Dan Goodliffe
2022-11-27
*
Add rendering support for point lights
Dan Goodliffe
2022-11-23
*
Support setting a viewPort uniform for those shaders which need it
Dan Goodliffe
2022-11-23
*
Rename setView to setViewProjection to avoid ambiguity
Dan Goodliffe
2022-11-23
*
Separate out the illumation of the scene
Dan Goodliffe
2022-11-23
*
Shaders can be deleted once attached to a program
Dan Goodliffe
2022-11-15
*
Add some tests over the behaviour of windows and contexts and glStuff
Dan Goodliffe
2022-11-14
*
Fix type of SceneShader
Dan Goodliffe
2022-11-14
*
Restructure how shaders are worked with
Dan Goodliffe
2022-11-03
*
Rename Shader to SceneShader
Dan Goodliffe
2022-11-03
*
Tidied Scene Renderer
Dan Goodliffe
2022-11-01
*
Switch to a deferred lighting based render pipeline
Dan Goodliffe
2022-11-01
*
Set v330 core on world shaders
Dan Goodliffe
2022-10-30
*
Reduce variable scope
Dan Goodliffe
2022-08-21
*
Encapsulate Ray
Dan Goodliffe
2022-01-02
*
Replace include guard macros with pragma once
Dan Goodliffe
2022-01-02
*
First iteration with font/text support
Dan Goodliffe
2022-01-01
*
Allow glRef to accept lambdas
Dan Goodliffe
2021-12-31
*
Initial implementation for being able to click in the main window to select s...
Dan Goodliffe
2021-12-28
*
Need a way to select the UI shader
Dan Goodliffe
2021-12-18
*
Refactor to start splitting out UI components
Dan Goodliffe
2021-12-13
[prev]
[next]