| Commit message (Expand) | Author | Age |
* | Generate 4 bands of shadow maps | Dan Goodliffe | 2022-12-28 |
* | Generate a single shadow band and region definition | Dan Goodliffe | 2022-12-28 |
* | Light camera centre not required, view camera position suffices | Dan Goodliffe | 2022-12-28 |
* | Change default light direction | Dan Goodliffe | 2022-12-28 |
* | Setup GL context before doing any shadow render work | Dan Goodliffe | 2022-12-28 |
* | Initial support for multiple shadow maps in the same texture | Dan Goodliffe | 2022-12-28 |
* | 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 |