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path: root/test/test-assetFactory.cpp
Commit message (Collapse)AuthorAge
* Switch to render trees in bulk through foliage asset renderingDan Goodliffe2023-04-20
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* Drop performance debug to warning and stop disabling error checking for ↵Dan Goodliffe2023-04-19
| | | | texture save
* Load all assets in red dir with asset factoryDan Goodliffe2023-04-14
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* Adjust test render view to get a closer view of our treeDan Goodliffe2023-04-14
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* No need to pass size around, we can get it back from the textureDan Goodliffe2023-04-14
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* Extend timeout... this can be a bit slow nowDan 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 timeouts to asset factory testsDan Goodliffe2023-04-07
| | | | Yes, I made some infinite loops a few times
* Fix texture packer return value so positions match inputsDan Goodliffe2023-03-17
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* Initial version of texture packerDan Goodliffe2023-03-11
| | | | | Determines where a collection of smaller textures can be tiled into a single bigger image. Probably non-optimal.
* 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.
* Remove old hard coded asset factory test, run entirely from XML load and ↵Dan Goodliffe2023-03-04
| | | | render a RailVehicle instance
* Support and load factory asset directly into a RailVehicleClass instanceDan Goodliffe2023-03-04
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* Parse colour values as they're readDan Goodliffe2023-03-02
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* Load the X11 RGB colour definitions into a mapDan Goodliffe2023-02-27
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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