index
:
I Like Trains
main
The I Like Trains game
Dan Goodliffe
summary
refs
log
tree
commit
diff
log msg
author
committer
range
path:
root
/
gfx
Commit message (
Expand
)
Author
Age
...
*
Drop .hpp for header only things
Dan Goodliffe
2023-04-29
*
Dunno how, but some DOS new lines got in here!
Dan Goodliffe
2023-04-29
*
Lookup material details once in the vertex shader
Dan Goodliffe
2023-04-27
*
Revert "Export mesh size and primitive type"
Dan Goodliffe
2023-04-26
*
Add Mesh helper for drawing instances
Dan Goodliffe
2023-04-26
*
Point shaders (shadows) can all share the same implementation now in a single...
Dan Goodliffe
2023-04-26
*
Point shaders can all share the same implementation now in a single place
Dan Goodliffe
2023-04-26
*
Pop and complete instanced shadow support
Dan Goodliffe
2023-04-26
*
Add BufferedLocation
Dan Goodliffe
2023-04-23
*
Assert the buffer is actually mapped
Dan Goodliffe
2023-04-23
*
Keep the instance unused vector sorted and binary search it
Dan Goodliffe
2023-04-22
*
Don't fill the instances unused vector unnecessarily
Dan Goodliffe
2023-04-22
*
Test instancing automatic unmap when count is called, add some nodiscard
Dan Goodliffe
2023-04-22
*
Streamline the instancing maintenance
Dan Goodliffe
2023-04-22
*
Fix the instancing maintenance
Dan Goodliffe
2023-04-22
*
Instances buffer data needs to be unmapped before use
Dan Goodliffe
2023-04-21
*
Expose bufferName and count from InstanceVertices
Dan Goodliffe
2023-04-20
*
Support setting vertex attrib divisor
Dan Goodliffe
2023-04-19
*
Enable all vertex array attribs configured by vertexAttribFunc
Dan Goodliffe
2023-04-19
*
Persist vertexArrayId across multiple calls
Dan Goodliffe
2023-04-19
*
Add basic instanced shader to those which get the viewProjection configured
Dan Goodliffe
2023-04-19
*
Fix type of basic instanced shader
Dan Goodliffe
2023-04-19
*
Export mesh size and primitive type
Dan Goodliffe
2023-04-19
*
Fix location of model matrix in vertex shader
Dan Goodliffe
2023-04-18
*
Specialize vertexAttribFunc for matrices because there's an upper limit of si...
Dan Goodliffe
2023-04-18
*
Separate storing of mesh vertex/index data from configuring VAO
Dan Goodliffe
2023-04-17
*
Revamp how VertexArrayObject configures attributes and data
Dan Goodliffe
2023-04-17
*
Fix up the way spotlight shader works
Dan Goodliffe
2023-04-17
*
First cut of instance vertices and proxy
Dan Goodliffe
2023-04-17
*
Add the dynamicPoint shader for instancing
Dan Goodliffe
2023-04-15
*
Rename lots of shader files
Dan Goodliffe
2023-04-15
*
Remove the old .obj load, assets and supporting stuff
Dan Goodliffe
2023-04-14
*
Handle different mapmodes in basic shader
Dan Goodliffe
2023-04-14
*
Write applicable Texture Options into texture atlas texture data
Dan Goodliffe
2023-04-14
*
Define our own enum for texture mapmode
Dan Goodliffe
2023-04-14
*
Set GL_PACK_ALIGNMENT before saving texture to fit buffer correctly
Dan Goodliffe
2023-04-14
*
Externalise a neater definition of TGAHead
Dan Goodliffe
2023-04-14
*
No need to pass size around, we can get it back from the texture
Dan Goodliffe
2023-04-14
*
Rename clear to opaque as its 1 for solid
Dan Goodliffe
2023-04-13
*
Adjust gl_FragDepth according to texel opacity
Dan Goodliffe
2023-04-13
*
Update shaders to use material to conditionally lookup sub-texture in the atlas
Dan Goodliffe
2023-04-13
*
Add material field to vertex and configure it in mesh
Dan Goodliffe
2023-04-13
*
Add TextureAtlas class as an extension of Texture
Dan Goodliffe
2023-04-13
*
Fix submitting of integer values via vertex arrays
Dan Goodliffe
2023-04-13
*
Move the vertex/fragment shader interface for materials into an include
Dan Goodliffe
2023-04-11
*
Move lots of common glsl interface to include files
Dan Goodliffe
2023-04-11
*
Support loading textures from an in memory buffer
Dan Goodliffe
2023-04-10
*
Remove (as yet) unused members from Camera
Dan Goodliffe
2023-03-19
*
Add defaulted Vertex equality operator
Dan Goodliffe
2023-03-19
*
Make Vertex aggregrate constructor conditional on requirement
Dan Goodliffe
2023-03-19
[prev]
[next]