Commit message (Collapse) | Author | Age | |
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* | Add timeout to deformation unit test | Dan Goodliffe | 2024-03-09 |
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* | Rewrite most of setHeights | Dan Goodliffe | 2024-03-08 |
| | | | | | Accounts for sensible corners and fixes quite a few bugs and edge cases... introduces a few more, is still a bit glitchy in places | ||
* | Rework stream support to work with any collection | Dan Goodliffe | 2024-03-08 |
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* | Load terrain deform fixture data from JSON | Dan Goodliffe | 2024-02-26 |
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* | Add helper for loading fixtures for data tests from fixture JSON | Dan Goodliffe | 2024-02-26 |
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* | Make terrain deformation test a data test | Dan Goodliffe | 2024-02-26 |
| | | | | Easily test multiple deformations and view them from different angles | ||
* | Psycho-rebased branch deform-terrain on top of main | Dan Goodliffe | 2024-02-24 |
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| * | First cut of terrain deformation | Dan Goodliffe | 2024-02-22 |
| | | | | | | | | | | | | | | | | | | | | This "works" for some definition of works... But it's flawed in many ways, not least the following: * It's glitchy for no obvious reason * It's unreliable; fails if you tweak the parameters * The sides of the modified area are triangulated in the dumbest possible fashion, which results in ill-formed polygons * Probably other things, but... It works, remember... | ||
| * | Include face handle in intersectRay result | Dan Goodliffe | 2024-02-13 |
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| * | Add stripiter | Dan Goodliffe | 2024-02-12 |
| | | | | | | | | | | A generic iterator wrapper returning a tuple of 3 references to the original values, as processed in the fashion of an OpenGL triangle strip. | ||
* | | Simplify vector addition/subtraction with differnt types | Dan Goodliffe | 2024-02-24 |
|/ | | | | | Automatically applies correct rounding with float to int operations, adjusts test expectations accordingly. | ||
* | Map buffers RO if const operations, upgrade to RW as required | Dan Goodliffe | 2024-02-02 |
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* | Don't keep a span, create as needed | Dan Goodliffe | 2024-02-02 |
| | | | | | Removes the error prone issue where data/size get out of sync. Fixes overflow issues leading to memory corruption of GPU data. | ||
* | Fix warnings in test-glContainer | Dan Goodliffe | 2024-02-02 |
| | | | | Also updates static asserts to requirements | ||
* | Render text in N draw calls | Dan Goodliffe | 2024-01-27 |
| | | | | | | Creates a single buffer per required texture and draws the whole buffer in one go. It does introduce the use of deprecated GL_QUADS primitive, but it's the easiest way to go without needing indices, repeated vertices etc | ||
* | Support constructing a glContainer from a collection of the same type | Dan Goodliffe | 2024-01-27 |
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* | Add text to framebuffer rendering test | Dan Goodliffe | 2024-01-27 |
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* | Add traits helpers for glTexParameter functions | Dan Goodliffe | 2024-01-25 |
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* | Fix network population of position in gBuffer | Dan Goodliffe | 2024-01-23 |
| | | | | Adds some rails to the basic test highlighting broken shadows | ||
* | Fix includes in test glCtxtBhvr | Dan Goodliffe | 2024-01-21 |
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* | Update network with vertex array | Dan Goodliffe | 2024-01-20 |
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* | Render rail network using new shaders | Dan Goodliffe | 2024-01-20 |
| | | | | Non-functional, totally unimplemented at this stage | ||
* | Copy render vital link data to vertex buffer | Dan Goodliffe | 2024-01-20 |
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* | Add mail rail network to render test, include curves | Dan Goodliffe | 2024-01-20 |
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* | Add rail network render test | Dan Goodliffe | 2024-01-19 |
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* | Add glContainer::at override to update a single item | Dan Goodliffe | 2024-01-13 |
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* | Use std::span for iterator/data pointer in glContainer | Dan Goodliffe | 2024-01-13 |
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* | Add old street lamp model | Dan Goodliffe | 2024-01-13 |
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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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* | Integer support in persistence | Dan Goodliffe | 2024-01-09 |
| | | | | | Splits bool and arithmatic types, pass arithmatic values as string views from JSON and parse according to the target type. | ||
* | Fix test-persistence dependencies | Dan Goodliffe | 2024-01-08 |
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* | Remove Position3D from tests | Dan Goodliffe | 2024-01-07 |
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* | Global positions in network data | Dan Goodliffe | 2024-01-07 |
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* | Template Ray on position type | Dan Goodliffe | 2024-01-07 |
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* | Remove more use of legacy types | Dan Goodliffe | 2024-01-01 |
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* | Templatise functions in maths.h using PositionND | Dan Goodliffe | 2023-12-29 |
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* | Use 32bit integer texture for position render data | Dan Goodliffe | 2023-12-17 |
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* | Basic support for saving intermediate render buffers | Dan Goodliffe | 2023-12-13 |
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* | Fix clamping to seafloor and add specific test | Dan Goodliffe | 2023-12-11 |
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* | Integer camera | Dan Goodliffe | 2023-12-11 |
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* | Helper for testing integer vector approximations | Dan Goodliffe | 2023-12-09 |
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* | Render test using loaded terrain | Dan Goodliffe | 2023-12-03 |
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* | Test case for finding ray entry points | Dan Goodliffe | 2023-12-02 |
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* | Replace positionAt with pure integer version | Dan Goodliffe | 2023-12-02 |
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* | Calculate vertex normals only | Dan Goodliffe | 2023-11-26 |
| | | | | | | Doesn't require half edge normals or face normals, which uses Newell's method, which results in integer overflow... Not to mention we don't need all the other normals. | ||
* | Merge branch 'ints' into terrain | Dan Goodliffe | 2023-11-26 |
|\ | | | | | | | | | | | Conflicts fix, compiles, some test failures remain. Trees not added, possibility of OM invalid handle assertion failures, normals broken due to integer overflow in Newell's method. | ||
| * | Model positions as integers | Dan Goodliffe | 2023-11-25 |
| | | | | | | | | | | Introduces test failure in arcs due to rounding, but I don't want to create a complicated fix as link positions are still floats and hopefully that'll go away... somehow |