Commit message (Collapse) | Author | Age | |
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* | Add TextureAtlas class as an extension of Texture | Dan Goodliffe | 2023-04-13 |
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* | Add defaulted Vertex equality operator | Dan Goodliffe | 2023-03-19 |
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* | Make Vertex aggregrate constructor conditional on requirement | Dan Goodliffe | 2023-03-19 |
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* | Allow specifiying the texture type/target | Dan Goodliffe | 2023-03-16 |
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* | Texture member to save the texture as a TGA | Dan Goodliffe | 2023-03-15 |
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* | Add support for setting Texture options on construction | Dan Goodliffe | 2023-03-15 |
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* | Support for model colours mixed with textures | Dan Goodliffe | 2023-02-24 |
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* | Fix up all the static analyzer warnings | Dan Goodliffe | 2023-01-08 |
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* | Add helper for configuring vertex array objects/buffers of arbitrary things | Dan Goodliffe | 2023-01-02 |
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* | Make Vertex constexpr | Dan Goodliffe | 2022-12-30 |
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* | Support saving a normals texture | Dan Goodliffe | 2022-12-11 |
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* | Support saving textures with different output types | Dan Goodliffe | 2022-12-11 |
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* | Add a mini C filesystem wrapper library with mmap support | Dan Goodliffe | 2022-12-11 |
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* | Save texture to TGA using mmap | Dan Goodliffe | 2022-12-09 |
| | | | | | Removes the need to allocate a large temporary buffer, instead just memmaps a file big enough and has OpenGL write the texture data directly to it. | ||
* | We need to transform the model normals the same as we do the vertices | Dan Goodliffe | 2022-12-04 |
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* | Support saving a depth texture | Dan Goodliffe | 2022-12-04 |
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* | Simplified texture save | Dan Goodliffe | 2022-11-18 |
| | | | | Read directly from texture into file buffer, no temporary framebuffer | ||
* | Refactor for per window context and more setup to the right places | Dan Goodliffe | 2022-11-14 |
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* | Somewhat dirty but functional helper to save a texture | Dan Goodliffe | 2022-11-01 |
| | | | | Useful for debugging and not much else. | ||
* | Setting texture unit on bind | Dan Goodliffe | 2022-10-30 |
| | | | | Always sets the target unit before binding, allows specifying the unit | ||
* | Fix const correctness of Texture from raw data | Dan Goodliffe | 2022-10-14 |
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* | Allow creating a texture directly from an dimensions and pixel data | Dan Goodliffe | 2022-10-14 |
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* | Allow creating a texture directly from an Image | Dan Goodliffe | 2022-10-13 |
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* | Standard typedefs for Mesh | Dan Goodliffe | 2022-10-13 |
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* | Replace include guard macros with pragma once | Dan Goodliffe | 2022-01-02 |
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* | Cache allows multiple key parts | Dan Goodliffe | 2022-01-01 |
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* | Don't forward declare Cache | Dan Goodliffe | 2022-01-01 |
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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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* | Fix up all remaining warnings | Dan Goodliffe | 2021-11-28 |
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* | Enable all Jason Turner recommended warnings | Dan Goodliffe | 2021-11-26 |
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* | Compile generated/external code as release | Dan Goodliffe | 2021-11-26 |
| | | | | Moves stb stuff to .c then all .ll and .c built release mode, neatly disables all the warnings | ||
* | Include stb directly | Dan Goodliffe | 2021-11-25 |
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* | Transform obj to ILT was a static mat4 | Dan Goodliffe | 2021-11-16 |
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* | 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. | ||
* | Compile stb wrapper in C++ mode | Dan Goodliffe | 2021-11-07 |
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* | Fix warnings produced by new clang-tidy | Dan Goodliffe | 2021-05-02 |
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* | Named model parts, fix bogie spelling, new brush47 model | Dan Goodliffe | 2021-02-21 |
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* | Fix test-obj by splitting mesh processing | Dan Goodliffe | 2021-02-20 |
| | | | | Don't invoke GL parts from test code | ||
* | 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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* | Restructure to allow a resource path and testing | Dan Goodliffe | 2021-02-04 |
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* | Remove magic number and float flags from texture loader | Dan Goodliffe | 2021-01-26 |
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* | Simplify vertex interface | Dan Goodliffe | 2021-01-25 |
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* | Move texture cache to Texture class | Dan Goodliffe | 2021-01-25 |
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