Commit message (Collapse) | Author | Age | |
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* | Add model support for point lights | Dan Goodliffe | 2024-01-12 |
| | | | | Still invokes non-instanced point light shader | ||
* | 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. | ||
* | WIP typedefing all the things - sources | Dan Goodliffe | 2023-11-09 |
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* | WIP typedefing all the things - headers | Dan Goodliffe | 2023-11-07 |
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* | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 |
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* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | Half of them acquired a .cpp part anyway | ||
* | Handle rendering of RailVehicles through RailVehicleClass instancing | Dan Goodliffe | 2023-04-23 |
| | | | | | | | Trains no longer need rendering as their parts are all RVC assets and that just works now. This commit creates some irritating duplication in RVC wrt body/2 bogies all of which are stored separately, but function in exactly the same way. This breaks RV shadows as we have no instancing shadow shaders yet. | ||
* | Instances buffer data needs to be unmapped before use | Dan Goodliffe | 2023-04-21 |
| | | | | | Here we change quite a bit to support mapping and unmapping the buffer as required. The instance/free referencing is still broken though. We add several instances of tree in the render. | ||
* | Switch to render trees in bulk through foliage asset rendering | Dan Goodliffe | 2023-04-20 |
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* | Drop performance debug to warning and stop disabling error checking for ↵ | Dan Goodliffe | 2023-04-19 |
| | | | | texture save | ||
* | Load all assets in red dir with asset factory | Dan Goodliffe | 2023-04-14 |
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* | Adjust test render view to get a closer view of our tree | Dan Goodliffe | 2023-04-14 |
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* | No need to pass size around, we can get it back from the texture | Dan Goodliffe | 2023-04-14 |
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* | Extend timeout... this can be a bit slow now | 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 timeouts to asset factory tests | Dan Goodliffe | 2023-04-07 |
| | | | | Yes, I made some infinite loops a few times | ||
* | Fix texture packer return value so positions match inputs | Dan Goodliffe | 2023-03-17 |
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* | Initial version of texture packer | Dan Goodliffe | 2023-03-11 |
| | | | | | 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 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. | ||
* | Remove old hard coded asset factory test, run entirely from XML load and ↵ | Dan Goodliffe | 2023-03-04 |
| | | | | render a RailVehicle instance | ||
* | Support and load factory asset directly into a RailVehicleClass instance | Dan Goodliffe | 2023-03-04 |
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* | Parse colour values as they're read | Dan Goodliffe | 2023-03-02 |
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* | Load the X11 RGB colour definitions into a map | Dan Goodliffe | 2023-02-27 |
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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 |