Commit message (Collapse) | Author | Age | |
---|---|---|---|
* | Remove the old .obj load, assets and supporting stuff | Dan Goodliffe | 2023-04-14 |
| | |||
* | We need to transform the model normals the same as we do the vertices | Dan Goodliffe | 2022-12-04 |
| | |||
* | Fix up all remaining warnings | Dan Goodliffe | 2021-11-28 |
| | |||
* | Enable all Jason Turner recommended warnings | Dan Goodliffe | 2021-11-26 |
| | |||
* | Transform obj to ILT was a static mat4 | Dan Goodliffe | 2021-11-16 |
| | |||
* | Swap y,z axis | Dan Goodliffe | 2021-11-16 |
| | | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared. | ||
* | Named model parts, fix bogie spelling, new brush47 model | Dan Goodliffe | 2021-02-21 |
| | |||
* | Fix test-obj by splitting mesh processing | Dan Goodliffe | 2021-02-20 |
| | | | | Don't invoke GL parts from test code | ||
* | Pass linters | Dan Goodliffe | 2021-02-20 |
| | |||
* | 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. |