summaryrefslogtreecommitdiff
path: root/gfx/models
Commit message (Collapse)AuthorAge
* Add TextureAtlas class as an extension of TextureDan Goodliffe2023-04-13
|
* Add defaulted Vertex equality operatorDan Goodliffe2023-03-19
|
* Make Vertex aggregrate constructor conditional on requirementDan Goodliffe2023-03-19
|
* Allow specifiying the texture type/targetDan Goodliffe2023-03-16
|
* Texture member to save the texture as a TGADan Goodliffe2023-03-15
|
* Add support for setting Texture options on constructionDan Goodliffe2023-03-15
|
* Support for model colours mixed with texturesDan Goodliffe2023-02-24
|
* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
|
* Add helper for configuring vertex array objects/buffers of arbitrary thingsDan Goodliffe2023-01-02
|
* Make Vertex constexprDan Goodliffe2022-12-30
|
* Support saving a normals textureDan Goodliffe2022-12-11
|
* Support saving textures with different output typesDan Goodliffe2022-12-11
|
* Add a mini C filesystem wrapper library with mmap supportDan Goodliffe2022-12-11
|
* 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
|
* Support saving a depth textureDan Goodliffe2022-12-04
|
* 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
|
* 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
|
* Allow creating a texture directly from an dimensions and pixel dataDan Goodliffe2022-10-14
|
* Allow creating a texture directly from an ImageDan Goodliffe2022-10-13
|
* Standard typedefs for MeshDan Goodliffe2022-10-13
|
* Replace include guard macros with pragma onceDan Goodliffe2022-01-02
|
* Cache allows multiple key partsDan Goodliffe2022-01-01
|
* Don't forward declare CacheDan Goodliffe2022-01-01
|
* Generic solution for glGen/glDel arrays, then tidy-up the usesDan Goodliffe2022-01-01
|
* Remove unnecessary initialiserDan Goodliffe2021-12-31
|
* RAII for glVertex and glBufferDan Goodliffe2021-12-22
|
* Fix up all remaining warningsDan Goodliffe2021-11-28
|
* Enable all Jason Turner recommended warningsDan Goodliffe2021-11-26
|
* 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
|
* Transform obj to ILT was a static mat4Dan Goodliffe2021-11-16
|
* 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
|
* Fix warnings produced by new clang-tidyDan Goodliffe2021-05-02
|
* Named model parts, fix bogie spelling, new brush47 modelDan Goodliffe2021-02-21
|
* 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
|
* Pass lintersDan Goodliffe2021-02-20
|
* 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
|
* Initial commit generating some basic rail networkDan Goodliffe2021-02-05
|
* Create mesh direct from vertices and indicesDan Goodliffe2021-02-04
|
* Restructure to allow a resource path and testingDan Goodliffe2021-02-04
|
* Remove magic number and float flags from texture loaderDan Goodliffe2021-01-26
|
* Simplify vertex interfaceDan Goodliffe2021-01-25
|
* Move texture cache to Texture classDan Goodliffe2021-01-25
|