| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | Templated BufferedLocation and single buffer storage for RVC locations | Dan Goodliffe | 2023-05-06 |
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| * | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | | Half of them acquired a .cpp part anyway | ||
| * | Fudge RV bogey position the same as we do the body in test-render | Dan Goodliffe | 2023-04-26 |
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| * | 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. | ||
| * | Drop performance debug to warning and stop disabling error checking for ↵ | Dan Goodliffe | 2023-04-19 |
| | | | | | texture save | ||
| * | Use asset factory models in test-render | 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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| * | RailVehicleClass now renders bogie shadows as well as body | Dan Goodliffe | 2023-03-04 |
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| * | Fix up all the static analyzer warnings | Dan Goodliffe | 2023-01-08 |
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| * | Only generate the first N shadow maps which are useful | Dan Goodliffe | 2023-01-07 |
| | | | | | Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner | ||
| * | Add rendering support for spot lights | Dan Goodliffe | 2023-01-05 |
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| * | Add directional light to pointlight test, fix setting of GL_DEPTH_TEST | Dan Goodliffe | 2022-12-30 |
| | | | | | Fixes issue where directional light prevented pointlights from working | ||
| * | Move test render helpers into a new test library | Dan Goodliffe | 2022-12-29 |
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| * | Render some train bodies to test shadowing | Dan Goodliffe | 2022-12-28 |
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| * | Add Camera method to get the extents of the view frustrum at some distance | Dan Goodliffe | 2022-12-13 |
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| * | Make Camera members private with accessors and helpful setters | Dan Goodliffe | 2022-12-12 |
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| * | Generate and use a shadow map | Dan Goodliffe | 2022-12-04 |
| | | | | | | Generated when the directional light is specified in the environment call, passed to the directional light shader pass to conditionally illuminate each pixel. | ||
| * | Disable GL_DEBUG_OUTPUT before dumping debug screenshot | Dan Goodliffe | 2022-12-04 |
| | | | | | Avoids potential performance error capture memory mapping a busy miptree BO | ||
| * | Add GL_DEBUG_OUTPUT with boost test error handling to test-render context | Dan Goodliffe | 2022-12-03 |
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| * | Split SceneProvider out | Dan Goodliffe | 2022-11-27 |
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| * | SceneRenderer is a graphics component, not a UI one | Dan Goodliffe | 2022-11-27 |
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| * | Add rendering support for point lights | Dan Goodliffe | 2022-11-23 |
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| * | Separate out the illumation of the scene | Dan Goodliffe | 2022-11-23 |
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| * | Shared context, persist main window in test, send test for upcoming pointlight | Dan Goodliffe | 2022-11-19 |
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| * | Move OpenGL context behaviour tests into their own app | Dan Goodliffe | 2022-11-17 |
| | | | | | For our own sanity :) | ||
| * | Add some tests over the behaviour of windows and contexts and glStuff | Dan Goodliffe | 2022-11-14 |
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| * | Add a basic if clunky render test | Dan Goodliffe | 2022-11-14 |
