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I Like Trains
better-network
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The I Like Trains game
Dan Goodliffe
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Author
Age
*
Expose Camera's aspect ratio
Dan Goodliffe
13 hours
*
Don't pass null to Texture constructor pixel data
Dan Goodliffe
15 hours
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Shared VAO for all 3 parts of RailVehicleClass
Dan Goodliffe
4 days
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Reuse vertex array objects for common structures with DSA
Dan Goodliffe
4 days
*
Add missing typename exporting base::value_type from InstanceVertices
Dan Goodliffe
4 days
*
Sprinkling of glDebugScope in assets and render parts
Dan Goodliffe
4 days
*
Split addAttribsFor away from requiring a buffer to bind
Dan Goodliffe
5 days
*
Replace hacky m4 shader preprocessing with proper glslang version
Dan Goodliffe
5 days
*
Switch frame and render buffer to DSA helpers
Dan Goodliffe
6 days
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Switch to floating point, camera relative position buffer
Dan Goodliffe
6 days
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Specialise glTexture::savePosition
Dan Goodliffe
6 days
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Remove identifier naming lint comments, gl* is fine
Dan Goodliffe
7 days
*
Move all low level texture operations to DSA helpers in glTexture
Dan Goodliffe
7 days
*
Replace gl_traits glTexParameter with glTexture::parameter DSA wrapper
Dan Goodliffe
8 days
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Fix naming violations in Mesh
Dan Goodliffe
8 days
*
Add glVertexArray useBuffer
Dan Goodliffe
8 days
*
Don't create and then replace shadow and billboard textures
Dan Goodliffe
8 days
*
Replace glContainer with glAllocator
Dan Goodliffe
8 days
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Remove VertexArrayObject and supporting non-DSA gl_traits helpers
Dan Goodliffe
9 days
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Replace use of VertexArrayObject with glVertexArray/glBuffer DSA versions
Dan Goodliffe
9 days
*
Extend glVertexArray with VertexArrayConfigurator
Dan Goodliffe
9 days
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Replace generic glBuffer type alias with a full implementation
Dan Goodliffe
9 days
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Replace basic glVertexArray with a specific class ready for helpers
Dan Goodliffe
11 days
*
Update stencils and billboards less often
Dan Goodliffe
11 days
*
Wrap up some low level texture operations in glTexture class
Dan Goodliffe
13 days
*
Add BillboardProgram to SceneShader
Dan Goodliffe
2026-02-28
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Use RelativeDistance in Camera near/fear and expose member variables
Dan Goodliffe
2026-02-28
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Allow specifying all three partition functions independently
Dan Goodliffe
2026-02-28
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Support for the BillboardPainter
Dan Goodliffe
2026-02-28
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Tidy the preFrame logic into a single function in SceneRenderer
Dan Goodliffe
2026-02-23
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Simplified Frustum
Dan Goodliffe
2026-02-21
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Reduce shader includes, doesn't use materialInterface, just Detail
Dan Goodliffe
2026-02-20
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Simplified and tidied ShadowMapper
Dan Goodliffe
2026-02-20
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Correctly scale frustum plane vectors
Dan Goodliffe
2026-02-20
*
Fix up the preFrame process to use both frustums
Dan Goodliffe
2026-02-18
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Add Renderable::preFrame for doing non-const frame prep work
Dan Goodliffe
2026-02-16
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Support for testing if a point/sphere is within a Frustum
Dan Goodliffe
2026-02-15
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Refactor test-instancing so the data is generated in a common fixture
Dan Goodliffe
2026-02-14
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Add support for partitioning by 2 unary predicates
Dan Goodliffe
2026-02-14
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Return indices instead of iterates from InstanceVertices::partition
Dan Goodliffe
2026-02-14
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Make similar array tidy-up to networkStraight shaders
Dan Goodliffe
2026-01-31
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Tidy networkCurve shaders
Dan Goodliffe
2026-01-31
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Rename shader source in keeping with glsl expectations
Dan Goodliffe
2026-01-31
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Initial commit using tesselation shader to create curves
Dan Goodliffe
2026-01-31
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Update OpenGL context and shaders to v4.6
Dan Goodliffe
2026-01-29
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Fix search/replace of GL_* macros in glsl
Dan Goodliffe
2026-01-29
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Explicit cast to vec3 to disambiguate length/distance calc
Dan Goodliffe
2026-01-26
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Fix warnings and minor tidy for GL lookups
Dan Goodliffe
2026-01-26
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Include GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS in networkCurve output calc
Dan Goodliffe
2026-01-23
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Add glDebugScope
Dan Goodliffe
2026-01-16
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