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Commit message (Expand)AuthorAge
* Fix naming violations in MeshDan Goodliffe2 days
* Add glVertexArray useBufferDan Goodliffe2 days
* Don't create and then replace shadow and billboard texturesDan Goodliffe2 days
* Replace glContainer with glAllocatorDan Goodliffe2 days
* Remove VertexArrayObject and supporting non-DSA gl_traits helpersDan Goodliffe3 days
* Replace use of VertexArrayObject with glVertexArray/glBuffer DSA versionsDan Goodliffe3 days
* Extend glVertexArray with VertexArrayConfiguratorDan Goodliffe3 days
* Replace generic glBuffer type alias with a full implementationDan Goodliffe3 days
* Replace basic glVertexArray with a specific class ready for helpersDan Goodliffe5 days
* Update stencils and billboards less oftenDan Goodliffe5 days
* Wrap up some low level texture operations in glTexture classDan Goodliffe7 days
* Add BillboardProgram to SceneShaderDan Goodliffe9 days
* Use RelativeDistance in Camera near/fear and expose member variablesDan Goodliffe9 days
* Allow specifying all three partition functions independentlyDan Goodliffe9 days
* Support for the BillboardPainterDan Goodliffe9 days
* Tidy the preFrame logic into a single function in SceneRendererDan Goodliffe14 days
* Simplified FrustumDan Goodliffe2026-02-21
* Reduce shader includes, doesn't use materialInterface, just DetailDan Goodliffe2026-02-20
* Simplified and tidied ShadowMapperDan Goodliffe2026-02-20
* Correctly scale frustum plane vectorsDan Goodliffe2026-02-20
* Fix up the preFrame process to use both frustumsDan Goodliffe2026-02-18
* Add Renderable::preFrame for doing non-const frame prep workDan Goodliffe2026-02-16
* Support for testing if a point/sphere is within a FrustumDan Goodliffe2026-02-15
* Refactor test-instancing so the data is generated in a common fixtureDan Goodliffe2026-02-14
* Add support for partitioning by 2 unary predicatesDan Goodliffe2026-02-14
* Return indices instead of iterates from InstanceVertices::partitionDan Goodliffe2026-02-14
* Make similar array tidy-up to networkStraight shadersDan Goodliffe2026-01-31
* Tidy networkCurve shadersDan Goodliffe2026-01-31
* Rename shader source in keeping with glsl expectationsDan Goodliffe2026-01-31
* Initial commit using tesselation shader to create curvesDan Goodliffe2026-01-31
* Update OpenGL context and shaders to v4.6Dan Goodliffe2026-01-29
* Fix search/replace of GL_* macros in glslDan Goodliffe2026-01-29
* Explicit cast to vec3 to disambiguate length/distance calcDan Goodliffe2026-01-26
* Fix warnings and minor tidy for GL lookupsDan Goodliffe2026-01-26
* Include GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS in networkCurve output calcDan Goodliffe2026-01-23
* Add glDebugScopeDan Goodliffe2026-01-16
* Pass shaders through glslangValidatorDan Goodliffe2026-01-16
* Update the SceneShader's view port on sceneRenderer resizeDan Goodliffe2025-04-08
* Default environment direction light shines down, not upDan Goodliffe2025-04-07
* Merge branch 'imgui'Dan Goodliffe2025-04-02
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| * Remove unrequired UIShaderDan Goodliffe2025-03-19
* | Add ManyPtr which tracks specified subclassesDan Goodliffe2025-03-22
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* Add support for resizing a SceneRendererDan Goodliffe2025-03-14
* Add support for changing the aspect ratio of a cameraDan Goodliffe2025-03-14
* Rebalance shadow band distributionDan Goodliffe2025-03-11
* Initialise shadow bounding box to light view pointDan Goodliffe2025-03-11
* Extend Frustum for testing for shaded byDan Goodliffe2025-03-11
* Pass a Frustum to shadow renderersDan Goodliffe2025-03-11
* Simplify ShadowMapper with AxisAlignedBoundingBoxDan Goodliffe2025-03-11
* Template AxisAlignedBoundingBox on unit typeDan Goodliffe2025-03-11