Commit message (Collapse) | Author | Age | |
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* | Revamp how VertexArrayObject configures attributes and data | Dan Goodliffe | 2023-04-17 |
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* | Add material field to vertex and configure it in mesh | Dan Goodliffe | 2023-04-13 |
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* | Support for model colours mixed with textures | Dan Goodliffe | 2023-02-24 |
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* | Add helper for configuring vertex array objects/buffers of arbitrary things | Dan Goodliffe | 2023-01-02 |
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* | Generic solution for glGen/glDel arrays, then tidy-up the uses | Dan Goodliffe | 2022-01-01 |
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* | Remove unnecessary initialiser | Dan Goodliffe | 2021-12-31 |
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* | RAII for glVertex and glBuffer | Dan Goodliffe | 2021-12-22 |
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* | Enable all Jason Turner recommended warnings | Dan Goodliffe | 2021-11-26 |
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* | Fix warnings produced by new clang-tidy | Dan Goodliffe | 2021-05-02 |
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* | Fix constness of Mesh constructor params | Dan Goodliffe | 2021-02-20 |
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* | Pass linters | Dan Goodliffe | 2021-02-20 |
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* | Mesh split, bogeys follow rails. | Dan Goodliffe | 2021-02-19 |
| | | | | | | | | | | | | | | 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, mesher | Dan Goodliffe | 2021-02-13 |
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* | Initial commit generating some basic rail network | Dan Goodliffe | 2021-02-05 |
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* | Create mesh direct from vertices and indices | Dan Goodliffe | 2021-02-04 |
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* | Simplify vertex interface | Dan Goodliffe | 2021-01-25 |
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* | Factor to support worlds, objects, windows etc | Dan Goodliffe | 2021-01-18 |
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* | Big reshuffle | Dan Goodliffe | 2021-01-17 |
Fixes code quality warnings now picked up. |