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* 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
* Integer cameraDan Goodliffe2023-12-11
* Set the viewPoint uniform in shadow shadersDan Goodliffe2023-12-03
* Shader viewPoint now an integerDan Goodliffe2023-12-03
* Model positions as integersDan Goodliffe2023-11-25
* Remove getTransformDan Goodliffe2023-11-25
* Send position and rotation matrix to GPU separately in shadowmapper dynamicDan Goodliffe2023-11-25
* Send position and rotation matrix to GPU separately in basic programDan Goodliffe2023-11-25
* Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
* Send position and rotation matrix to GPU separatelyDan Goodliffe2023-11-13
* Refactor BufferedLocationT to use a callbackDan Goodliffe2023-11-11
* Add BufferedLocation method for getting the rotation only transformDan Goodliffe2023-11-11
* Fix definition of shadowMapRegionsDan Goodliffe2023-11-09
* WIP typedefing just about everything elseDan Goodliffe2023-11-09
* WIP typedefing all the things - sourcesDan Goodliffe2023-11-09
* WIP typedefing all the things - headersDan Goodliffe2023-11-07
* Reformat with new clang-formatDan Goodliffe2023-11-07
* Swap GLEW for more modern gladDan Goodliffe2023-05-28
* Make Mesh into a template to support any vertex typeDan Goodliffe2023-05-10
* Templated BufferedLocation and single buffer storage for RVC locationsDan Goodliffe2023-05-06
* Refactor InstanceVertices in terms of glContainerDan Goodliffe2023-05-01
* Reformat with new clang-format 16Dan Goodliffe2023-04-29
* Drop .hpp for header only thingsDan Goodliffe2023-04-29
* Dunno how, but some DOS new lines got in here!Dan Goodliffe2023-04-29
* Lookup material details once in the vertex shaderDan Goodliffe2023-04-27
* Revert "Export mesh size and primitive type"Dan Goodliffe2023-04-26
* Add Mesh helper for drawing instancesDan Goodliffe2023-04-26
* Point shaders (shadows) can all share the same implementation now in a single...Dan Goodliffe2023-04-26
* Point shaders can all share the same implementation now in a single placeDan Goodliffe2023-04-26
* Pop and complete instanced shadow supportDan Goodliffe2023-04-26
* Add BufferedLocationDan Goodliffe2023-04-23
* Assert the buffer is actually mappedDan Goodliffe2023-04-23
* Keep the instance unused vector sorted and binary search itDan Goodliffe2023-04-22
* Don't fill the instances unused vector unnecessarilyDan Goodliffe2023-04-22
* Test instancing automatic unmap when count is called, add some nodiscardDan Goodliffe2023-04-22
* Streamline the instancing maintenanceDan Goodliffe2023-04-22
* Fix the instancing maintenanceDan Goodliffe2023-04-22
* Instances buffer data needs to be unmapped before useDan Goodliffe2023-04-21
* Expose bufferName and count from InstanceVerticesDan Goodliffe2023-04-20
* Support setting vertex attrib divisorDan Goodliffe2023-04-19
* Enable all vertex array attribs configured by vertexAttribFuncDan Goodliffe2023-04-19
* Persist vertexArrayId across multiple callsDan Goodliffe2023-04-19
* Add basic instanced shader to those which get the viewProjection configuredDan Goodliffe2023-04-19
* Fix type of basic instanced shaderDan Goodliffe2023-04-19
* Export mesh size and primitive typeDan Goodliffe2023-04-19
* Fix location of model matrix in vertex shaderDan Goodliffe2023-04-18
* Specialize vertexAttribFunc for matrices because there's an upper limit of si...Dan Goodliffe2023-04-18
* Separate storing of mesh vertex/index data from configuring VAODan Goodliffe2023-04-17