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I Like Trains
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terrain-for-networks
The I Like Trains game
Dan Goodliffe
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Author
Age
*
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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Add helper for configuring vertex array objects/buffers of arbitrary things
Dan Goodliffe
2023-01-02
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Add directional light to pointlight test, fix setting of GL_DEPTH_TEST
Dan Goodliffe
2022-12-30
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Add missing explicit on constructors
Dan Goodliffe
2022-12-29
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Tidy Camera::extentsAtDist
Dan Goodliffe
2022-12-29
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Reduce size of shadow map texture
Dan Goodliffe
2022-12-28
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Generate 4 bands of shadow maps
Dan Goodliffe
2022-12-28
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Generate a single shadow band and region definition
Dan Goodliffe
2022-12-28
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Light camera centre not required, view camera position suffices
Dan Goodliffe
2022-12-28
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Change default light direction
Dan Goodliffe
2022-12-28
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Setup GL context before doing any shadow render work
Dan Goodliffe
2022-12-28
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Initial support for multiple shadow maps in the same texture
Dan Goodliffe
2022-12-28
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Reduce camera extents to the point they cross the sea floor boundary
Dan Goodliffe
2022-12-28
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No need for the range hack, the shadow box is just centred around the origin
Dan Goodliffe
2022-12-22
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Invert shadow mapper orthographic project z... because glmOrtho is 'helpful'
Dan Goodliffe
2022-12-18
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Removed unnecessary rounding of view extents
Dan Goodliffe
2022-12-18
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