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I Like Trains
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terrain-for-networks
The I Like Trains game
Dan Goodliffe
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Author
Age
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No need to store view or unView
Dan Goodliffe
2022-12-18
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First cut of view scope shadow mapper view
Dan Goodliffe
2022-12-18
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Add Camera method to get the extents of the view frustrum at some distance
Dan Goodliffe
2022-12-13
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Calculate an accurate up vector for the camera
Dan Goodliffe
2022-12-13
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Maintain a camera's inverse view projection matrix
Dan Goodliffe
2022-12-13
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Cache unView matrix for unprojecting mouse clicks, update only on camera move...
Dan Goodliffe
2022-12-12
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Cache view and viewProject matrices, update only on camera movement
Dan Goodliffe
2022-12-12
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Have Camera remember all its properties
Dan Goodliffe
2022-12-12
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Make Camera members private with accessors and helpful setters
Dan Goodliffe
2022-12-12
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Fix case of GetViewProjection
Dan Goodliffe
2022-12-11
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Support saving a normals texture
Dan Goodliffe
2022-12-11
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Support saving textures with different output types
Dan Goodliffe
2022-12-11
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Add a mini C filesystem wrapper library with mmap support
Dan Goodliffe
2022-12-11
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Save texture to TGA using mmap
Dan Goodliffe
2022-12-09
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Support fall-back internal framebuffer formats, use smaller and/or standard f...
Dan Goodliffe
2022-12-08
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Tidy up
Dan Goodliffe
2022-12-06
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Disable depth test, remove unnecesary texture binds and clear for lighting pass
Dan Goodliffe
2022-12-06
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Increase gBuffer position data to 32bit and drop all the alpha channels
Dan Goodliffe
2022-12-06
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Centre shadow map at 0,0 until we can do better
Dan Goodliffe
2022-12-04
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Explicit ShadowMapper size only, no default
Dan Goodliffe
2022-12-04
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We need to transform the model normals the same as we do the vertices
Dan Goodliffe
2022-12-04
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Do not unilluminate the back of objects
Dan Goodliffe
2022-12-04
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Generate and use a shadow map
Dan Goodliffe
2022-12-04
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Fixed point shadow shader doesn't need normal/texture data
Dan Goodliffe
2022-12-04
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Support saving a depth texture
Dan Goodliffe
2022-12-04
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Don't actually need to define an empty fragment shader
Dan Goodliffe
2022-12-04
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Initial commit of the shadow map generator and shadows render interface
Dan Goodliffe
2022-12-03
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Check error state during setup, set OpenGL version to 3.3 core
Dan Goodliffe
2022-12-03
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Split SceneProvider out
Dan Goodliffe
2022-11-27
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SceneRenderer is a graphics component, not a UI one
Dan Goodliffe
2022-11-27
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Change pointlight render area definition to a cube
Dan Goodliffe
2022-11-27
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Add light stage to renderable objects
Dan Goodliffe
2022-11-23
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Add rendering support for point lights
Dan Goodliffe
2022-11-23
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Support setting a viewPort uniform for those shaders which need it
Dan Goodliffe
2022-11-23
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Rename setView to setViewProjection to avoid ambiguity
Dan Goodliffe
2022-11-23
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Separate out the illumation of the scene
Dan Goodliffe
2022-11-23
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Simplified texture save
Dan Goodliffe
2022-11-18
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Shaders can be deleted once attached to a program
Dan Goodliffe
2022-11-15
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Add some tests over the behaviour of windows and contexts and glStuff
Dan Goodliffe
2022-11-14
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Refactor for per window context and more setup to the right places
Dan Goodliffe
2022-11-14
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Fix type of SceneShader
Dan Goodliffe
2022-11-14
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Restructure how shaders are worked with
Dan Goodliffe
2022-11-03
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Rename Shader to SceneShader
Dan Goodliffe
2022-11-03
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Tidied Scene Renderer
Dan Goodliffe
2022-11-01
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Switch to a deferred lighting based render pipeline
Dan Goodliffe
2022-11-01
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Somewhat dirty but functional helper to save a texture
Dan Goodliffe
2022-11-01
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Set v330 core on world shaders
Dan Goodliffe
2022-10-30
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Setting texture unit on bind
Dan Goodliffe
2022-10-30
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Fix const correctness of Texture from raw data
Dan Goodliffe
2022-10-14
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Allow creating a texture directly from an dimensions and pixel data
Dan Goodliffe
2022-10-14
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