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* Write applicable Texture Options into texture atlas texture dataDan Goodliffe2023-04-14
* Define our own enum for texture mapmodeDan Goodliffe2023-04-14
* Set GL_PACK_ALIGNMENT before saving texture to fit buffer correctlyDan Goodliffe2023-04-14
* Externalise a neater definition of TGAHeadDan Goodliffe2023-04-14
* No need to pass size around, we can get it back from the textureDan Goodliffe2023-04-14
* Rename clear to opaque as its 1 for solidDan Goodliffe2023-04-13
* Adjust gl_FragDepth according to texel opacityDan Goodliffe2023-04-13
* Update shaders to use material to conditionally lookup sub-texture in the atlasDan Goodliffe2023-04-13
* Add material field to vertex and configure it in meshDan Goodliffe2023-04-13
* Add TextureAtlas class as an extension of TextureDan Goodliffe2023-04-13
* Fix submitting of integer values via vertex arraysDan Goodliffe2023-04-13
* Move the vertex/fragment shader interface for materials into an includeDan Goodliffe2023-04-11
* Move lots of common glsl interface to include filesDan Goodliffe2023-04-11
* Support loading textures from an in memory bufferDan Goodliffe2023-04-10
* Remove (as yet) unused members from CameraDan Goodliffe2023-03-19
* Add defaulted Vertex equality operatorDan Goodliffe2023-03-19
* Make Vertex aggregrate constructor conditional on requirementDan Goodliffe2023-03-19
* Allow specifiying the texture type/targetDan Goodliffe2023-03-16
* Texture member to save the texture as a TGADan Goodliffe2023-03-15
* Add support for setting Texture options on constructionDan Goodliffe2023-03-15
* Basic fragment ahader should use final colour to determine clear flagDan Goodliffe2023-03-14
* DynamicPoint shadow render now supports updating the position without calling...Dan Goodliffe2023-03-04
* Support for model colours mixed with texturesDan Goodliffe2023-02-24
* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
* Tidy shadow map creationDan Goodliffe2023-01-07
* Use the whole texture when only some shadow map bandsDan Goodliffe2023-01-07
* Only generate the first N shadow maps which are usefulDan Goodliffe2023-01-07
* min/mag filter for shadow mapper depth map textureDan Goodliffe2023-01-06
* Add rendering support for spot lightsDan Goodliffe2023-01-05
* Include uniform name in required uniform does not exist error messageDan Goodliffe2023-01-05
* Use VertexArrayObject for SceneShader::PointLightDan Goodliffe2023-01-02
* Use VertexArrayObject for SceneRendererDan Goodliffe2023-01-02
* Single helper for rendering the fullscreen quadDan Goodliffe2023-01-02
* VertexArrayObject helper supports binding an entire object, not just fieldsDan Goodliffe2023-01-02
* Should use value_type, not element_typeDan Goodliffe2023-01-02
* Add helper for configuring vertex array objects/buffers of arbitrary thingsDan Goodliffe2023-01-02
* Make Vertex constexprDan Goodliffe2022-12-30
* Add directional light to pointlight test, fix setting of GL_DEPTH_TESTDan Goodliffe2022-12-30
* Add missing explicit on constructorsDan Goodliffe2022-12-29
* Tidy Camera::extentsAtDistDan Goodliffe2022-12-29
* Reduce size of shadow map textureDan Goodliffe2022-12-28
* Generate 4 bands of shadow mapsDan Goodliffe2022-12-28
* Generate a single shadow band and region definitionDan Goodliffe2022-12-28
* Light camera centre not required, view camera position sufficesDan Goodliffe2022-12-28
* Change default light directionDan Goodliffe2022-12-28
* Setup GL context before doing any shadow render workDan Goodliffe2022-12-28
* Initial support for multiple shadow maps in the same textureDan Goodliffe2022-12-28
* Reduce camera extents to the point they cross the sea floor boundaryDan Goodliffe2022-12-28
* No need for the range hack, the shadow box is just centred around the originDan Goodliffe2022-12-22
* Invert shadow mapper orthographic project z... because glmOrtho is 'helpful'Dan Goodliffe2022-12-18