|  | Commit message (Collapse) | Author | Age | 
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| | Yes, I made some infinite loops a few times | 
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| | Determines where a collection of smaller textures can be tiled into a single bigger image.
Probably non-optimal. | 
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| | 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. | 
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| | render a RailVehicle instance | 
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| | Acts as a base class for persistence parser, encompasses the parse stack and manages shared objects | 
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| | Requires temporary change to the fragment shader to hardcode some visible colour to the model | 
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| | Includes a templated subclass to allow size to be specified in a test fixture | 
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| | Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner | 
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| | Fixes issue where directional light prevented pointlights from working | 
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| | Generated when the directional light is specified in the environment call, passed to the directional
light shader pass to conditionally illuminate each pixel. | 
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| | Avoids potential performance error capture memory mapping a busy miptree BO | 
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| | For our own sanity :) | 
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