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* Tidy Camera::extentsAtDistDan Goodliffe2022-12-29
* Reduce size of shadow map textureDan Goodliffe2022-12-28
* Generate 4 bands of shadow mapsDan Goodliffe2022-12-28
* Generate a single shadow band and region definitionDan Goodliffe2022-12-28
* Light camera centre not required, view camera position sufficesDan Goodliffe2022-12-28
* Change default light directionDan Goodliffe2022-12-28
* Setup GL context before doing any shadow render workDan Goodliffe2022-12-28
* Initial support for multiple shadow maps in the same textureDan Goodliffe2022-12-28
* Reduce camera extents to the point they cross the sea floor boundaryDan Goodliffe2022-12-28
* No need for the range hack, the shadow box is just centred around the originDan Goodliffe2022-12-22
* Invert shadow mapper orthographic project z... because glmOrtho is 'helpful'Dan Goodliffe2022-12-18
* Removed unnecessary rounding of view extentsDan Goodliffe2022-12-18
* No need to store view or unViewDan Goodliffe2022-12-18
* First cut of view scope shadow mapper viewDan Goodliffe2022-12-18
* Add Camera method to get the extents of the view frustrum at some distanceDan Goodliffe2022-12-13
* Calculate an accurate up vector for the cameraDan Goodliffe2022-12-13
* Maintain a camera's inverse view projection matrixDan Goodliffe2022-12-13
* Cache unView matrix for unprojecting mouse clicks, update only on camera move...Dan Goodliffe2022-12-12
* Cache view and viewProject matrices, update only on camera movementDan Goodliffe2022-12-12
* Have Camera remember all its propertiesDan Goodliffe2022-12-12
* Make Camera members private with accessors and helpful settersDan Goodliffe2022-12-12
* Fix case of GetViewProjectionDan Goodliffe2022-12-11
* Support fall-back internal framebuffer formats, use smaller and/or standard f...Dan Goodliffe2022-12-08
* Tidy upDan Goodliffe2022-12-06
* Disable depth test, remove unnecesary texture binds and clear for lighting passDan Goodliffe2022-12-06
* Increase gBuffer position data to 32bit and drop all the alpha channelsDan Goodliffe2022-12-06
* Centre shadow map at 0,0 until we can do betterDan Goodliffe2022-12-04
* Explicit ShadowMapper size only, no defaultDan Goodliffe2022-12-04
* Do not unilluminate the back of objectsDan Goodliffe2022-12-04
* Generate and use a shadow mapDan Goodliffe2022-12-04
* Fixed point shadow shader doesn't need normal/texture dataDan Goodliffe2022-12-04
* Support saving a depth textureDan Goodliffe2022-12-04
* Don't actually need to define an empty fragment shaderDan Goodliffe2022-12-04
* Initial commit of the shadow map generator and shadows render interfaceDan Goodliffe2022-12-03
* Check error state during setup, set OpenGL version to 3.3 coreDan Goodliffe2022-12-03
* Split SceneProvider outDan Goodliffe2022-11-27
* SceneRenderer is a graphics component, not a UI oneDan Goodliffe2022-11-27
* Change pointlight render area definition to a cubeDan Goodliffe2022-11-27
* Add rendering support for point lightsDan Goodliffe2022-11-23
* Support setting a viewPort uniform for those shaders which need itDan Goodliffe2022-11-23
* Rename setView to setViewProjection to avoid ambiguityDan Goodliffe2022-11-23
* Separate out the illumation of the sceneDan Goodliffe2022-11-23
* Shaders can be deleted once attached to a programDan Goodliffe2022-11-15
* Add some tests over the behaviour of windows and contexts and glStuffDan Goodliffe2022-11-14
* Fix type of SceneShaderDan Goodliffe2022-11-14
* Restructure how shaders are worked withDan Goodliffe2022-11-03
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
* Tidied Scene RendererDan Goodliffe2022-11-01
* Switch to a deferred lighting based render pipelineDan Goodliffe2022-11-01
* Set v330 core on world shadersDan Goodliffe2022-10-30