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* Replace low poly plants with the double sided versionDan Goodliffe2024-08-18
| | | | Avoids culling half the trees
* Define some initial surface typesDan Goodliffe2024-04-18
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* Add old street lamp modelDan Goodliffe2024-01-13
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* Tweak street light definitionDan Goodliffe2024-01-12
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* Full implementation passing through light defs from vertex dataDan Goodliffe2024-01-11
| | | | | Note: there is a bug where the light position/direction are rotated backwards to the model even though its using the model's rotation matrix... no idea why/how.
* Initial commit with working light instancingDan Goodliffe2024-01-10
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* Add spot light definition, loader, and renderingDan Goodliffe2024-01-10
| | | | Rendering is untested, data is passed to whatever GL program is currently active.
* Add lights resource set and test sceneDan Goodliffe2024-01-09
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* Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
| | | | | | Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres.
* Remove duplicate Tree-01-1 definitionDan Goodliffe2023-04-25
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* Add an asset template and use it to define all the foliage assets in the ↵Dan Goodliffe2023-04-14
| | | | plants pack
* Remove the old .obj load, assets and supporting stuffDan Goodliffe2023-04-14
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* First cut loading assets using assimpDan Goodliffe2023-04-10
| | | | This is far from perfect, specifically the created texture atlas is not compatibile with wrapping texture UVs
* Add low poly tree collectionDan Goodliffe2023-04-09
| | | | Thanks https://www.turbosquid.com/3d-models/3d-shapespark-low-poly-plants-kit-1826978
* Update Brush47 with yellow cab parts and window textureDan Goodliffe2023-04-08
| | | | Note: side window distorted still.
* Extend face controller to support splitting a face along a planeDan Goodliffe2023-04-07
| | | | Individual parts of the splits faces can then be styled separately
* Support applying a single face controller to multiple facesDan Goodliffe2023-03-20
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* Support loading texture references into facesDan Goodliffe2023-03-12
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* Support loading references to texture fragmentsDan Goodliffe2023-03-12
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* Hugely more detailed Brush47 model and revision to test case detailsDan Goodliffe2023-03-09
| | | | | | Specifically, this includes the buffer block, which is a rotated cuboid with an extrusion. This feature breaks the current mesh creation code... Fix coming up.
* Load length, wheelBase and maxSpeed RailVehicleClass properties from XMLDan Goodliffe2023-03-04
| | | | Adjusts bogie position to appear correct according to wheelBase
* Support and load factory asset directly into a RailVehicleClass instanceDan Goodliffe2023-03-04
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* Support for named colours in assetsDan Goodliffe2023-02-27
| | | | Fixes up some error handling in colour parser.
* Colour windows of sample modelDan Goodliffe2023-02-25
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* Support for recursive colouring of asset factory facesDan Goodliffe2023-02-24
| | | | Updates colours in sample model.
* Fix axel definitionDan Goodliffe2023-02-23
| | | | Test output images now identical
* Smooth roof now supportedDan Goodliffe2023-02-23
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* Implement loading asset, mesh and face definitionsDan Goodliffe2023-02-22
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* Rename ModelFactory to AssetFactoryDan Goodliffe2023-02-21
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* Support for loading objects, uses and model factories from an XML resourceDan Goodliffe2023-02-21
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* Initial commit with some basic UIDan Goodliffe2021-12-22
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* Named model parts, fix bogie spelling, new brush47 modelDan Goodliffe2021-02-21
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* Custom land and water shadersDan Goodliffe2021-02-20
| | | | | | | Create sandy beaches, snow topped mountains and grassy hills with a single texture, coloured according to land height by a custom shader. Also use the land mass mesh with a new water texture and a custom shader to create rather nice looking water effect with depth, waves and motion.
* Split landmass and water texturesDan Goodliffe2021-02-17
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* Broken down Brush47Dan Goodliffe2021-02-14
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* Add our first vehicleDan Goodliffe2021-02-14
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* Flip texture images to match OpenGL expectationsDan Goodliffe2021-02-12
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* Initial commit generating some basic rail networkDan Goodliffe2021-02-05
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* Monkey has outlived his usefullness, bye monkeyDan Goodliffe2021-01-28
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* Generate some random terrain with a water layerDan Goodliffe2021-01-26
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* Big reshuffleDan Goodliffe2021-01-17
| | | | Fixes code quality warnings now picked up.
* Initial commitDan Goodliffe2021-01-16
Stripped back and formatted from https://github.com/BennyQBD/ModernOpenGLTutorial/