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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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*
Increase gBuffer position data to 32bit and drop all the alpha channels
Dan Goodliffe
2022-12-06
*
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
*
Somewhat dirty but functional helper to save a texture
Dan Goodliffe
2022-11-01
*
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
*
Fix const correctness of Texture from raw data
Dan Goodliffe
2022-10-14
*
Allow creating a texture directly from an dimensions and pixel data
Dan Goodliffe
2022-10-14
*
Allow creating a texture directly from an Image
Dan Goodliffe
2022-10-13
*
Standard typedefs for Mesh
Dan Goodliffe
2022-10-13
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Reduce variable scope
Dan Goodliffe
2022-08-21
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Encapsulate Ray
Dan Goodliffe
2022-01-02
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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
*
Generic solution for glGen/glDel arrays, then tidy-up the uses
Dan Goodliffe
2022-01-01
*
First iteration with font/text support
Dan Goodliffe
2022-01-01
*
Remove unnecessary initialiser
Dan Goodliffe
2021-12-31
*
Allow glRef to accept lambdas
Dan Goodliffe
2021-12-31
*
Initial implementation for being able to click in the main window to select s...
Dan Goodliffe
2021-12-28
*
RAII for glVertex and glBuffer
Dan Goodliffe
2021-12-22
*
Need a way to select the UI shader
Dan Goodliffe
2021-12-18
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Refactor to start splitting out UI components
Dan Goodliffe
2021-12-13
*
Introduce the UI shader
Dan Goodliffe
2021-12-12
*
Move program handle to its own files
Dan Goodliffe
2021-12-12
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