| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | Fix up all the static analyzer warnings | Dan Goodliffe | 2023-01-08 |
| | | |||
| * | Add helper for configuring vertex array objects/buffers of arbitrary things | Dan Goodliffe | 2023-01-02 |
| | | |||
| * | Make Vertex constexpr | Dan Goodliffe | 2022-12-30 |
| | | |||
| * | Support saving a normals texture | Dan Goodliffe | 2022-12-11 |
| | | |||
| * | Support saving textures with different output types | Dan Goodliffe | 2022-12-11 |
| | | |||
| * | Add a mini C filesystem wrapper library with mmap support | Dan Goodliffe | 2022-12-11 |
| | | |||
| * | 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 |
| | | |||
| * | Support saving a depth texture | Dan Goodliffe | 2022-12-04 |
| | | |||
| * | 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 |
| | | |||
| * | 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 |
| | | |||
| * | Allow creating a texture directly from an dimensions and pixel data | Dan Goodliffe | 2022-10-14 |
| | | |||
| * | Allow creating a texture directly from an Image | Dan Goodliffe | 2022-10-13 |
| | | |||
| * | Standard typedefs for Mesh | Dan Goodliffe | 2022-10-13 |
| | | |||
| * | Replace include guard macros with pragma once | Dan Goodliffe | 2022-01-02 |
| | | |||
| * | Cache allows multiple key parts | Dan Goodliffe | 2022-01-01 |
| | | |||
| * | Don't forward declare Cache | Dan Goodliffe | 2022-01-01 |
| | | |||
| * | Generic solution for glGen/glDel arrays, then tidy-up the uses | Dan Goodliffe | 2022-01-01 |
| | | |||
| * | Remove unnecessary initialiser | Dan Goodliffe | 2021-12-31 |
| | | |||
| * | RAII for glVertex and glBuffer | Dan Goodliffe | 2021-12-22 |
| | | |||
| * | Fix up all remaining warnings | Dan Goodliffe | 2021-11-28 |
| | | |||
| * | Enable all Jason Turner recommended warnings | Dan Goodliffe | 2021-11-26 |
| | | |||
| * | 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 |
| | | |||
| * | 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. | ||
| * | Compile stb wrapper in C++ mode | Dan Goodliffe | 2021-11-07 |
| | | |||
| * | Fix warnings produced by new clang-tidy | Dan Goodliffe | 2021-05-02 |
| | | |||
| * | 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 | ||
| * | Fix constness of Mesh constructor params | Dan Goodliffe | 2021-02-20 |
| | | |||
| * | 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. | ||
| * | New .obj parser, packer, mesher | Dan Goodliffe | 2021-02-13 |
| | | |||
| * | Initial commit generating some basic rail network | Dan Goodliffe | 2021-02-05 |
| | | |||
| * | Create mesh direct from vertices and indices | Dan Goodliffe | 2021-02-04 |
| | | |||
| * | Restructure to allow a resource path and testing | Dan Goodliffe | 2021-02-04 |
| | | |||
| * | Remove magic number and float flags from texture loader | Dan Goodliffe | 2021-01-26 |
| | | |||
| * | Simplify vertex interface | Dan Goodliffe | 2021-01-25 |
| | | |||
| * | Move texture cache to Texture class | Dan Goodliffe | 2021-01-25 |
| | | |||
| * | Factor to support worlds, objects, windows etc | Dan Goodliffe | 2021-01-18 |
| | | |||
| * | Helpers can be static | Dan Goodliffe | 2021-01-17 |
| | | |||
| * | Big reshuffle | Dan Goodliffe | 2021-01-17 |
| Fixes code quality warnings now picked up. | |||
