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* Tidy many stringy messes with std::formatDan Goodliffe2024-06-04
* Reformat with new clang-formatDan Goodliffe2024-06-01
* Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
* Fix water texture wrapper in light of large position valuesDan Goodliffe2024-04-07
* Stripped down water vertex and simplified shadersDan Goodliffe2024-04-07
* Simplify vector addition/subtraction with differnt typesDan Goodliffe2024-02-24
* Adjust light view projection matrix upfrontDan Goodliffe2024-01-30
* Remove the complications from previously storing several shadow maps in the t...Dan Goodliffe2024-01-30
* Set shadow program uniforms all in one function, merge setting of view projec...Dan Goodliffe2024-01-29
* Merge common parts of shadow programs into a base classDan Goodliffe2024-01-29
* Geometry shader for single pass shadow mapsDan Goodliffe2024-01-28
* Set light view point uniform onceDan Goodliffe2024-01-27
* Remove the static texture cacheDan Goodliffe2024-01-25
* Add traits helpers for glTexParameter functionsDan Goodliffe2024-01-25
* Single list of all shader programsDan Goodliffe2024-01-24
* Fix network population of position in gBufferDan Goodliffe2024-01-23
* Bind the network profile in as uniformsDan Goodliffe2024-01-22
* Dynamic number of segments into curve renderDan Goodliffe2024-01-21
* Use symbol GL_MAX_GEOMETRY_OUTPUT_VERTICES to lookup the implementation limit...Dan Goodliffe2024-01-21
* Replace tokens found with values from getIntegervDan Goodliffe2024-01-21
* Look for and replace GL_XXX with fixed stringDan Goodliffe2024-01-21
* String view/constexpr Shader instancesDan Goodliffe2024-01-21
* Pass curve link radius, no recalculate, its constantDan Goodliffe2024-01-20
* Implement basic network curve part shaderDan Goodliffe2024-01-20
* Common code between straight/curve network geometry shadersDan Goodliffe2024-01-20
* Implement complete network straight part shaderDan Goodliffe2024-01-20
* Render rail network using new shadersDan Goodliffe2024-01-20
* Add traits wrapper for setting uniformsDan Goodliffe2024-01-14
* We only need 3x3 matrix for model rotation specDan Goodliffe2024-01-13
* Update point light shaders for instancingDan Goodliffe2024-01-13
* Add model support for point lightsDan Goodliffe2024-01-12
* Fix order or multiple to address reversed rotationDan Goodliffe2024-01-12
* Full implementation passing through light defs from vertex dataDan Goodliffe2024-01-11
* Initial commit with working light instancingDan Goodliffe2024-01-10
* Template Ray on position typeDan Goodliffe2024-01-07
* Unified crossProductDan Goodliffe2024-01-07
* Remove more use of legacy typesDan Goodliffe2024-01-01
* Remove legacy Position types from shadowMapperDan Goodliffe2024-01-01
* Simplify and 'fix' the wave cycleDan Goodliffe2024-01-01
* Remove misleading power operator^ on vec2/3Dan Goodliffe2023-12-29
* Remove weird operator! on vec2/3Dan Goodliffe2023-12-29
* Run shadow mapper in camera relative spaceDan Goodliffe2023-12-17
* Use new calc types in camera extents to address overflowDan Goodliffe2023-12-17
* Fix output of position data to include model positionDan Goodliffe2023-12-17
* Use 32bit integer texture for position render dataDan Goodliffe2023-12-17
* Use a separate framebuffer for illumination phaseDan Goodliffe2023-12-17
* Basic support for saving integer position bufferDan Goodliffe2023-12-15
* Support setting framebuffer texture formatDan Goodliffe2023-12-15
* Basic support for saving intermediate render buffersDan Goodliffe2023-12-13
* Fix clamping to seafloor and add specific testDan Goodliffe2023-12-11