Commit message (Collapse) | Author | Age | |
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* | Replace low poly plants with the double sided version | Dan Goodliffe | 2024-08-18 |
| | | | | Avoids culling half the trees | ||
* | Define some initial surface types | Dan Goodliffe | 2024-04-18 |
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* | Add old street lamp model | Dan Goodliffe | 2024-01-13 |
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* | Tweak street light definition | Dan Goodliffe | 2024-01-12 |
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* | Full implementation passing through light defs from vertex data | Dan Goodliffe | 2024-01-11 |
| | | | | | 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 instancing | Dan Goodliffe | 2024-01-10 |
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* | Add spot light definition, loader, and rendering | Dan Goodliffe | 2024-01-10 |
| | | | | Rendering is untested, data is passed to whatever GL program is currently active. | ||
* | Add lights resource set and test scene | Dan Goodliffe | 2024-01-09 |
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* | Switch to millimeters for spatial units | Dan Goodliffe | 2023-11-15 |
| | | | | | | 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 definition | Dan Goodliffe | 2023-04-25 |
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* | Add an asset template and use it to define all the foliage assets in the ↵ | Dan Goodliffe | 2023-04-14 |
| | | | | plants pack | ||
* | Remove the old .obj load, assets and supporting stuff | Dan Goodliffe | 2023-04-14 |
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* | First cut loading assets using assimp | Dan Goodliffe | 2023-04-10 |
| | | | | This is far from perfect, specifically the created texture atlas is not compatibile with wrapping texture UVs | ||
* | Add low poly tree collection | Dan Goodliffe | 2023-04-09 |
| | | | | Thanks https://www.turbosquid.com/3d-models/3d-shapespark-low-poly-plants-kit-1826978 | ||
* | Update Brush47 with yellow cab parts and window texture | Dan Goodliffe | 2023-04-08 |
| | | | | Note: side window distorted still. | ||
* | Extend face controller to support splitting a face along a plane | Dan Goodliffe | 2023-04-07 |
| | | | | Individual parts of the splits faces can then be styled separately | ||
* | Support applying a single face controller to multiple faces | Dan Goodliffe | 2023-03-20 |
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* | Support loading texture references into faces | Dan Goodliffe | 2023-03-12 |
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* | Support loading references to texture fragments | Dan Goodliffe | 2023-03-12 |
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* | Hugely more detailed Brush47 model and revision to test case details | Dan Goodliffe | 2023-03-09 |
| | | | | | | 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 XML | Dan Goodliffe | 2023-03-04 |
| | | | | Adjusts bogie position to appear correct according to wheelBase | ||
* | Support and load factory asset directly into a RailVehicleClass instance | Dan Goodliffe | 2023-03-04 |
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* | Support for named colours in assets | Dan Goodliffe | 2023-02-27 |
| | | | | Fixes up some error handling in colour parser. | ||
* | Colour windows of sample model | Dan Goodliffe | 2023-02-25 |
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* | Support for recursive colouring of asset factory faces | Dan Goodliffe | 2023-02-24 |
| | | | | Updates colours in sample model. | ||
* | Fix axel definition | Dan Goodliffe | 2023-02-23 |
| | | | | Test output images now identical | ||
* | Smooth roof now supported | Dan Goodliffe | 2023-02-23 |
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* | Implement loading asset, mesh and face definitions | Dan Goodliffe | 2023-02-22 |
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* | Rename ModelFactory to AssetFactory | Dan Goodliffe | 2023-02-21 |
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* | Support for loading objects, uses and model factories from an XML resource | Dan Goodliffe | 2023-02-21 |
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* | Initial commit with some basic UI | Dan Goodliffe | 2021-12-22 |
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* | Named model parts, fix bogie spelling, new brush47 model | Dan Goodliffe | 2021-02-21 |
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* | Custom land and water shaders | Dan Goodliffe | 2021-02-20 |
| | | | | | | | 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 textures | Dan Goodliffe | 2021-02-17 |
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* | Broken down Brush47 | Dan Goodliffe | 2021-02-14 |
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* | Add our first vehicle | Dan Goodliffe | 2021-02-14 |
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* | Flip texture images to match OpenGL expectations | Dan Goodliffe | 2021-02-12 |
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* | Initial commit generating some basic rail network | Dan Goodliffe | 2021-02-05 |
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* | Monkey has outlived his usefullness, bye monkey | Dan Goodliffe | 2021-01-28 |
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* | Generate some random terrain with a water layer | Dan Goodliffe | 2021-01-26 |
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* | Big reshuffle | Dan Goodliffe | 2021-01-17 |
| | | | | Fixes code quality warnings now picked up. | ||
* | Initial commit | Dan Goodliffe | 2021-01-16 |
Stripped back and formatted from https://github.com/BennyQBD/ModernOpenGLTutorial/ |