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Commit message (Collapse)AuthorAge
* Shaders can be deleted once attached to a programDan Goodliffe2022-11-15
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* Add some tests over the behaviour of windows and contexts and glStuffDan Goodliffe2022-11-14
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* Refactor for per window context and more setup to the right placesDan Goodliffe2022-11-14
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* Fix type of SceneShaderDan Goodliffe2022-11-14
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* Restructure how shaders are worked withDan Goodliffe2022-11-03
| | | | Needs a tidy-up
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
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* Tidied Scene RendererDan Goodliffe2022-11-01
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* Switch to a deferred lighting based render pipelineDan Goodliffe2022-11-01
| | | | Tidy-up required.
* Somewhat dirty but functional helper to save a textureDan Goodliffe2022-11-01
| | | | Useful for debugging and not much else.
* Set v330 core on world shadersDan Goodliffe2022-10-30
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* Setting texture unit on bindDan Goodliffe2022-10-30
| | | | Always sets the target unit before binding, allows specifying the unit
* Fix const correctness of Texture from raw dataDan Goodliffe2022-10-14
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* Allow creating a texture directly from an dimensions and pixel dataDan Goodliffe2022-10-14
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* Allow creating a texture directly from an ImageDan Goodliffe2022-10-13
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* Standard typedefs for MeshDan Goodliffe2022-10-13
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* Reduce variable scopeDan Goodliffe2022-08-21
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* Encapsulate RayDan Goodliffe2022-01-02
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* Replace include guard macros with pragma onceDan Goodliffe2022-01-02
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* Cache allows multiple key partsDan Goodliffe2022-01-01
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* Don't forward declare CacheDan Goodliffe2022-01-01
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* Generic solution for glGen/glDel arrays, then tidy-up the usesDan Goodliffe2022-01-01
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* First iteration with font/text supportDan Goodliffe2022-01-01
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* Remove unnecessary initialiserDan Goodliffe2021-12-31
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* Allow glRef to accept lambdasDan Goodliffe2021-12-31
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* Initial implementation for being able to click in the main window to select ↵Dan Goodliffe2021-12-28
| | | | something
* RAII for glVertex and glBufferDan Goodliffe2021-12-22
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* Need a way to select the UI shaderDan Goodliffe2021-12-18
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* Refactor to start splitting out UI componentsDan Goodliffe2021-12-13
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* Introduce the UI shaderDan Goodliffe2021-12-12
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* Move program handle to its own filesDan Goodliffe2021-12-12
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* Split 3D specifics of programs out of a base classDan Goodliffe2021-12-12
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* Move GL shared source into it's own class/fileDan Goodliffe2021-12-12
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* Move generic constexpr_strlen to libDan Goodliffe2021-12-12
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* glm::value_ptr is neaterDan Goodliffe2021-12-12
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* Refactor wrapped_ptr to include destory function as template param, and ↵Dan Goodliffe2021-12-04
| | | | possibly constructor function
* Fix up all remaining warningsDan Goodliffe2021-11-28
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* Fix up lots of static analyzer warningsDan Goodliffe2021-11-27
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* Enable all Jason Turner recommended warningsDan Goodliffe2021-11-26
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* Compile generated/external code as releaseDan Goodliffe2021-11-26
| | | | Moves stb stuff to .c then all .ll and .c built release mode, neatly disables all the warnings
* Include stb directlyDan Goodliffe2021-11-25
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* Add slope colouring to terrain shaderDan Goodliffe2021-11-25
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* Transform obj to ILT was a static mat4Dan Goodliffe2021-11-16
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* Swap y,z axisDan Goodliffe2021-11-16
| | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared.
* Compile stb wrapper in C++ modeDan Goodliffe2021-11-07
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* Fix warnings produced by new clang-tidyDan Goodliffe2021-05-02
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* Add missing virtual destructor in RenderableDan Goodliffe2021-03-13
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* Introduce the Train concept as a literal collection of rail vehiclesDan Goodliffe2021-03-06
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* Fixing manual camera scrolling, now just a matrix multiplicationDan Goodliffe2021-03-05
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* Simplify a lot of code with sincosfDan Goodliffe2021-03-03
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* Create and use a shader program for things with absolute positionDan Goodliffe2021-03-03
| | | | Rails in this case.