| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | 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. | |||
