| Commit message (Expand) | Author | Age |
... | |
* | min/mag filter for shadow mapper depth map texture | Dan Goodliffe | 2023-01-06 |
* | Add rendering support for spot lights | Dan Goodliffe | 2023-01-05 |
* | Include uniform name in required uniform does not exist error message | Dan Goodliffe | 2023-01-05 |
* | Use VertexArrayObject for SceneShader::PointLight | Dan Goodliffe | 2023-01-02 |
* | Use VertexArrayObject for SceneRenderer | Dan Goodliffe | 2023-01-02 |
* | Single helper for rendering the fullscreen quad | Dan Goodliffe | 2023-01-02 |
* | VertexArrayObject helper supports binding an entire object, not just fields | Dan Goodliffe | 2023-01-02 |
* | Should use value_type, not element_type | Dan Goodliffe | 2023-01-02 |
* | Add helper for configuring vertex array objects/buffers of arbitrary things | Dan Goodliffe | 2023-01-02 |
* | Make Vertex constexpr | Dan Goodliffe | 2022-12-30 |
* | Add directional light to pointlight test, fix setting of GL_DEPTH_TEST | Dan Goodliffe | 2022-12-30 |
* | Add missing explicit on constructors | Dan Goodliffe | 2022-12-29 |
* | Tidy Camera::extentsAtDist | Dan Goodliffe | 2022-12-29 |
* | Reduce size of shadow map texture | Dan Goodliffe | 2022-12-28 |
* | Generate 4 bands of shadow maps | Dan Goodliffe | 2022-12-28 |
* | Generate a single shadow band and region definition | Dan Goodliffe | 2022-12-28 |
* | Light camera centre not required, view camera position suffices | Dan Goodliffe | 2022-12-28 |
* | Change default light direction | Dan Goodliffe | 2022-12-28 |
* | Setup GL context before doing any shadow render work | Dan Goodliffe | 2022-12-28 |
* | Initial support for multiple shadow maps in the same texture | Dan Goodliffe | 2022-12-28 |
* | Reduce camera extents to the point they cross the sea floor boundary | Dan Goodliffe | 2022-12-28 |
* | No need for the range hack, the shadow box is just centred around the origin | Dan Goodliffe | 2022-12-22 |
* | Invert shadow mapper orthographic project z... because glmOrtho is 'helpful' | Dan Goodliffe | 2022-12-18 |
* | Removed unnecessary rounding of view extents | Dan Goodliffe | 2022-12-18 |
* | No need to store view or unView | Dan Goodliffe | 2022-12-18 |
* | First cut of view scope shadow mapper view | Dan Goodliffe | 2022-12-18 |
* | Add Camera method to get the extents of the view frustrum at some distance | Dan Goodliffe | 2022-12-13 |
* | Calculate an accurate up vector for the camera | Dan Goodliffe | 2022-12-13 |
* | Maintain a camera's inverse view projection matrix | Dan Goodliffe | 2022-12-13 |
* | Cache unView matrix for unprojecting mouse clicks, update only on camera move... | Dan Goodliffe | 2022-12-12 |
* | Cache view and viewProject matrices, update only on camera movement | Dan Goodliffe | 2022-12-12 |
* | Have Camera remember all its properties | Dan Goodliffe | 2022-12-12 |
* | Make Camera members private with accessors and helpful setters | Dan Goodliffe | 2022-12-12 |
* | Fix case of GetViewProjection | Dan Goodliffe | 2022-12-11 |
* | Support saving a normals texture | Dan Goodliffe | 2022-12-11 |
* | Support saving textures with different output types | Dan Goodliffe | 2022-12-11 |
* | Add a mini C filesystem wrapper library with mmap support | Dan Goodliffe | 2022-12-11 |
* | Save texture to TGA using mmap | Dan Goodliffe | 2022-12-09 |
* | Support fall-back internal framebuffer formats, use smaller and/or standard f... | Dan Goodliffe | 2022-12-08 |
* | Tidy up | Dan Goodliffe | 2022-12-06 |
* | Disable depth test, remove unnecesary texture binds and clear for lighting pass | Dan Goodliffe | 2022-12-06 |
* | Increase gBuffer position data to 32bit and drop all the alpha channels | Dan Goodliffe | 2022-12-06 |
* | Centre shadow map at 0,0 until we can do better | Dan Goodliffe | 2022-12-04 |
* | Explicit ShadowMapper size only, no default | Dan Goodliffe | 2022-12-04 |
* | We need to transform the model normals the same as we do the vertices | Dan Goodliffe | 2022-12-04 |
* | Do not unilluminate the back of objects | Dan Goodliffe | 2022-12-04 |
* | Generate and use a shadow map | Dan Goodliffe | 2022-12-04 |
* | Fixed point shadow shader doesn't need normal/texture data | Dan Goodliffe | 2022-12-04 |
* | Support saving a depth texture | Dan Goodliffe | 2022-12-04 |
* | Don't actually need to define an empty fragment shader | Dan Goodliffe | 2022-12-04 |