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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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*
Expose bufferName and count from InstanceVertices
Dan Goodliffe
2023-04-20
*
Support setting vertex attrib divisor
Dan Goodliffe
2023-04-19
*
Enable all vertex array attribs configured by vertexAttribFunc
Dan Goodliffe
2023-04-19
*
Persist vertexArrayId across multiple calls
Dan Goodliffe
2023-04-19
*
Add basic instanced shader to those which get the viewProjection configured
Dan Goodliffe
2023-04-19
*
Fix type of basic instanced shader
Dan Goodliffe
2023-04-19
*
Export mesh size and primitive type
Dan Goodliffe
2023-04-19
*
Fix location of model matrix in vertex shader
Dan Goodliffe
2023-04-18
*
Specialize vertexAttribFunc for matrices because there's an upper limit of si...
Dan Goodliffe
2023-04-18
*
Separate storing of mesh vertex/index data from configuring VAO
Dan Goodliffe
2023-04-17
*
Revamp how VertexArrayObject configures attributes and data
Dan Goodliffe
2023-04-17
*
Fix up the way spotlight shader works
Dan Goodliffe
2023-04-17
*
First cut of instance vertices and proxy
Dan Goodliffe
2023-04-17
*
Add the dynamicPoint shader for instancing
Dan Goodliffe
2023-04-15
*
Rename lots of shader files
Dan Goodliffe
2023-04-15
*
Remove the old .obj load, assets and supporting stuff
Dan Goodliffe
2023-04-14
*
Handle different mapmodes in basic shader
Dan Goodliffe
2023-04-14
*
Write applicable Texture Options into texture atlas texture data
Dan Goodliffe
2023-04-14
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Define our own enum for texture mapmode
Dan Goodliffe
2023-04-14
*
Set GL_PACK_ALIGNMENT before saving texture to fit buffer correctly
Dan Goodliffe
2023-04-14
*
Externalise a neater definition of TGAHead
Dan Goodliffe
2023-04-14
*
No need to pass size around, we can get it back from the texture
Dan Goodliffe
2023-04-14
*
Rename clear to opaque as its 1 for solid
Dan Goodliffe
2023-04-13
*
Adjust gl_FragDepth according to texel opacity
Dan Goodliffe
2023-04-13
*
Update shaders to use material to conditionally lookup sub-texture in the atlas
Dan Goodliffe
2023-04-13
*
Add material field to vertex and configure it in mesh
Dan Goodliffe
2023-04-13
*
Add TextureAtlas class as an extension of Texture
Dan Goodliffe
2023-04-13
*
Fix submitting of integer values via vertex arrays
Dan Goodliffe
2023-04-13
*
Move the vertex/fragment shader interface for materials into an include
Dan Goodliffe
2023-04-11
*
Move lots of common glsl interface to include files
Dan Goodliffe
2023-04-11
*
Support loading textures from an in memory buffer
Dan Goodliffe
2023-04-10
*
Remove (as yet) unused members from Camera
Dan Goodliffe
2023-03-19
*
Add defaulted Vertex equality operator
Dan Goodliffe
2023-03-19
*
Make Vertex aggregrate constructor conditional on requirement
Dan Goodliffe
2023-03-19
*
Allow specifiying the texture type/target
Dan Goodliffe
2023-03-16
*
Texture member to save the texture as a TGA
Dan Goodliffe
2023-03-15
*
Add support for setting Texture options on construction
Dan Goodliffe
2023-03-15
*
Basic fragment ahader should use final colour to determine clear flag
Dan Goodliffe
2023-03-14
*
DynamicPoint shadow render now supports updating the position without calling...
Dan Goodliffe
2023-03-04
*
Support for model colours mixed with textures
Dan Goodliffe
2023-02-24
*
Fix up all the static analyzer warnings
Dan Goodliffe
2023-01-08
*
Tidy shadow map creation
Dan Goodliffe
2023-01-07
*
Use the whole texture when only some shadow map bands
Dan Goodliffe
2023-01-07
*
Only generate the first N shadow maps which are useful
Dan Goodliffe
2023-01-07
*
min/mag filter for shadow mapper depth map texture
Dan Goodliffe
2023-01-06
*
Add rendering support for spot lights
Dan Goodliffe
2023-01-05
*
Include uniform name in required uniform does not exist error message
Dan Goodliffe
2023-01-05
*
Use VertexArrayObject for SceneShader::PointLight
Dan Goodliffe
2023-01-02
*
Use VertexArrayObject for SceneRenderer
Dan Goodliffe
2023-01-02
*
Single helper for rendering the fullscreen quad
Dan Goodliffe
2023-01-02
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