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Commit message (Collapse)AuthorAge
* No need to pass size around, we can get it back from the textureDan Goodliffe2023-04-14
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* Add material field to vertex and configure it in meshDan Goodliffe2023-04-13
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* Add TextureAtlas class as an extension of TextureDan Goodliffe2023-04-13
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* Add defaulted Vertex equality operatorDan Goodliffe2023-03-19
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* Make Vertex aggregrate constructor conditional on requirementDan Goodliffe2023-03-19
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* Allow specifiying the texture type/targetDan Goodliffe2023-03-16
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* Texture member to save the texture as a TGADan Goodliffe2023-03-15
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* Add support for setting Texture options on constructionDan Goodliffe2023-03-15
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* Support for model colours mixed with texturesDan Goodliffe2023-02-24
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* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
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* Add helper for configuring vertex array objects/buffers of arbitrary thingsDan Goodliffe2023-01-02
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* Make Vertex constexprDan Goodliffe2022-12-30
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* Support saving a normals textureDan Goodliffe2022-12-11
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* Support saving textures with different output typesDan Goodliffe2022-12-11
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* Add a mini C filesystem wrapper library with mmap supportDan Goodliffe2022-12-11
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* Save texture to TGA using mmapDan Goodliffe2022-12-09
| | | | | 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 verticesDan Goodliffe2022-12-04
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* Support saving a depth textureDan Goodliffe2022-12-04
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* Simplified texture saveDan Goodliffe2022-11-18
| | | | Read directly from texture into file buffer, no temporary framebuffer
* Refactor for per window context and more setup to the right placesDan Goodliffe2022-11-14
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* Somewhat dirty but functional helper to save a textureDan Goodliffe2022-11-01
| | | | Useful for debugging and not much else.
* Setting texture unit on bindDan Goodliffe2022-10-30
| | | | Always sets the target unit before binding, allows specifying the unit
* Fix const correctness of Texture from raw dataDan Goodliffe2022-10-14
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* Allow creating a texture directly from an dimensions and pixel dataDan Goodliffe2022-10-14
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* Allow creating a texture directly from an ImageDan Goodliffe2022-10-13
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* Standard typedefs for MeshDan Goodliffe2022-10-13
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* Replace include guard macros with pragma onceDan Goodliffe2022-01-02
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* Cache allows multiple key partsDan Goodliffe2022-01-01
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* Don't forward declare CacheDan Goodliffe2022-01-01
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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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* Fix up all remaining warningsDan Goodliffe2021-11-28
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* Enable all Jason Turner recommended warningsDan Goodliffe2021-11-26
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* Compile generated/external code as releaseDan Goodliffe2021-11-26
| | | | Moves stb stuff to .c then all .ll and .c built release mode, neatly disables all the warnings
* Include stb directlyDan Goodliffe2021-11-25
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* Transform obj to ILT was a static mat4Dan Goodliffe2021-11-16
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* Swap y,z axisDan Goodliffe2021-11-16
| | | | 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++ modeDan Goodliffe2021-11-07
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* Fix warnings produced by new clang-tidyDan Goodliffe2021-05-02
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* Named model parts, fix bogie spelling, new brush47 modelDan Goodliffe2021-02-21
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* Fix test-obj by splitting mesh processingDan Goodliffe2021-02-20
| | | | Don't invoke GL parts from test code
* 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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* Restructure to allow a resource path and testingDan Goodliffe2021-02-04
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* Remove magic number and float flags from texture loaderDan Goodliffe2021-01-26
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