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path: root/gfx/models/mesh.cpp
Commit message (Collapse)AuthorAge
* Remove some unnecessary includesDan Goodliffe2024-06-28
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* Make Mesh into a template to support any vertex typeDan Goodliffe2023-05-10
| | | | Customisation point VertexArrayObject to define the layout for the type
* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Dunno how, but some DOS new lines got in here!Dan Goodliffe2023-04-29
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* Revert "Export mesh size and primitive type"Dan Goodliffe2023-04-26
| | | | This reverts commit f3343e1cc8a56f039888d4d375a6d5a088a68494.
* Add Mesh helper for drawing instancesDan Goodliffe2023-04-26
| | | | Assumes the supplied VAO was created and configured for the mesh it's passed back to.
* Export mesh size and primitive typeDan Goodliffe2023-04-19
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* Separate storing of mesh vertex/index data from configuring VAODan Goodliffe2023-04-17
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* Revamp how VertexArrayObject configures attributes and dataDan Goodliffe2023-04-17
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* Add material field to vertex and configure it in meshDan Goodliffe2023-04-13
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* Support for model colours mixed with texturesDan Goodliffe2023-02-24
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* Add helper for configuring vertex array objects/buffers of arbitrary thingsDan Goodliffe2023-01-02
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* Generic solution for glGen/glDel arrays, then tidy-up the usesDan Goodliffe2022-01-01
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* Remove unnecessary initialiserDan Goodliffe2021-12-31
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* RAII for glVertex and glBufferDan Goodliffe2021-12-22
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* Enable all Jason Turner recommended warningsDan Goodliffe2021-11-26
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* Fix warnings produced by new clang-tidyDan Goodliffe2021-05-02
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* Fix constness of Mesh constructor paramsDan Goodliffe2021-02-20
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* Pass lintersDan Goodliffe2021-02-20
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* Mesh split, bogeys follow rails.Dan Goodliffe2021-02-19
| | | | | | | | | | | | | | Wow. This commit is too big. It: * splits obj loaded meshes into individual named objects. * moves obj to mesh(es) code into new file obj.impl.cpp, removing the clutter from mesh * removes Physical for providing the wrong level of abstraction * bit of a hack to adjust loaded models to offset rail vehicle bogeys to 0 centre, and then applies their calculated position to the mesh All in all, quite a lot of mess... But the result is the rail vehicle bogeys now follow the rails quite authentically.
* New .obj parser, packer, mesherDan Goodliffe2021-02-13
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* Initial commit generating some basic rail networkDan Goodliffe2021-02-05
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* Create mesh direct from vertices and indicesDan Goodliffe2021-02-04
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* Simplify vertex interfaceDan Goodliffe2021-01-25
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* Factor to support worlds, objects, windows etcDan Goodliffe2021-01-18
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* Big reshuffleDan Goodliffe2021-01-17
Fixes code quality warnings now picked up.