Commit message (Collapse) | Author | Age | ||
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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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* | Factor to support worlds, objects, windows etc | Dan Goodliffe | 2021-01-18 | |
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* | Helpers can be static | Dan Goodliffe | 2021-01-17 | |
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* | Big reshuffle | Dan Goodliffe | 2021-01-17 | |
Fixes code quality warnings now picked up. |