| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | Fix up the preFrame process to use both frustums | Dan Goodliffe | 13 days |
| | | | | | | | (camera and directional light frustums) This has made the whole preFrame process far more fiddly and repetitive than I'd like, but it does work. Maybe we can tidy it up later. | ||
| * | Add Renderable::preFrame for doing non-const frame prep work | Dan Goodliffe | 2026-02-16 |
| | | | | | | In theory, this phase should be parallelisable before being pushed out by the render loop. | ||
| * | Pass a Frustum to shadow renderers | Dan Goodliffe | 2025-03-11 |
| | | | | | The frustum might not be correct at this stage. | ||
| * | Pass frustum into render functions | Dan Goodliffe | 2025-03-07 |
| | | | | | Support for culling objects outside the view frustum | ||
| * | Add updateStencil to Renderable interface | Dan Goodliffe | 2024-08-18 |
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| * | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | | Half of them acquired a .cpp part anyway | ||
| * | Initial commit of the shadow map generator and shadows render interface | Dan Goodliffe | 2022-12-03 |
| | | | | | | Lots of hard coding, buggy in places, far from great, but the basics work. | ||
| * | Add light stage to renderable objects | Dan Goodliffe | 2022-11-23 |
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| * | Rename Shader to SceneShader | Dan Goodliffe | 2022-11-03 |
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| * | Replace include guard macros with pragma once | Dan Goodliffe | 2022-01-02 |
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| * | Add missing virtual destructor in Renderable | Dan Goodliffe | 2021-03-13 |
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| * | Split physical objects from renderable ones | Dan Goodliffe | 2021-01-25 |
