Commit message (Collapse) | Author | Age | ||
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* | Allow creating a texture directly from an Image | Dan Goodliffe | 2022-10-13 | |
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* | Standard typedefs for Mesh | Dan Goodliffe | 2022-10-13 | |
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* | Replace include guard macros with pragma once | Dan Goodliffe | 2022-01-02 | |
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* | Cache allows multiple key parts | Dan Goodliffe | 2022-01-01 | |
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* | Don't forward declare Cache | Dan Goodliffe | 2022-01-01 | |
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* | Generic solution for glGen/glDel arrays, then tidy-up the uses | Dan Goodliffe | 2022-01-01 | |
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* | Remove unnecessary initialiser | Dan Goodliffe | 2021-12-31 | |
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* | RAII for glVertex and glBuffer | Dan Goodliffe | 2021-12-22 | |
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* | Fix up all remaining warnings | Dan Goodliffe | 2021-11-28 | |
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* | Enable all Jason Turner recommended warnings | Dan Goodliffe | 2021-11-26 | |
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* | 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 | |
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* | Transform obj to ILT was a static mat4 | Dan Goodliffe | 2021-11-16 | |
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* | 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 | |
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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. |