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* | Terrain mesh method for getting the height/position at a point on the surfaceDan Goodliffe2023-11-02
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* | Add test-terrain dependency on sample height dataDan Goodliffe2023-11-02
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* | Make PointFace harder to misuseDan Goodliffe2023-10-31
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* | Update walk/walkUntil to work on PointFace from parameterDan Goodliffe2023-10-31
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* | Helper type for storing/passing/returning a point and its containing faceDan Goodliffe2023-10-31
| | | | | | | | | | point is const as face is mutable as a cache of the face containing point.
* | Initial commit of walk/walkUtil terrainDan Goodliffe2023-10-31
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* | Initial commit of findPoint on terrainDan Goodliffe2023-10-29
| | | | | | | | | | 2D navigate from a default/given starting point, possible scope for improvement, but it's not exactly slow; <9ms
* | Initial OpenMesh based terrain data and testsDan Goodliffe2023-10-28
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* Swap GLEW for more modern gladDan Goodliffe2023-05-28
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* Templated BufferedLocation and single buffer storage for RVC locationsDan Goodliffe2023-05-06
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* Refactor InstanceVertices in terms of glContainerDan Goodliffe2023-05-01
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* Add the pack containerDan Goodliffe2023-05-01
| | | | Keeps its elements densely packed together without any interest in order
* Add missing test over iterator comparisonDan Goodliffe2023-05-01
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* glContainer should at least double in capacity as requiredDan Goodliffe2023-05-01
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* Extend glContainer with most of the interface expected of an STL containerDan Goodliffe2023-05-01
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* Initial commit of glContainerDan Goodliffe2023-04-30
| | | | A std::vector like container backed by an OpenGL buffer.
* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Fudge RV bogey position the same as we do the body in test-renderDan Goodliffe2023-04-26
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* Handle rendering of RailVehicles through RailVehicleClass instancingDan Goodliffe2023-04-23
| | | | | | | 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.
* Don't fill the instances unused vector unnecessarilyDan Goodliffe2023-04-22
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* Test instancing automatic unmap when count is called, add some nodiscardDan Goodliffe2023-04-22
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* Fix the instancing maintenanceDan Goodliffe2023-04-22
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* Instances buffer data needs to be unmapped before useDan Goodliffe2023-04-21
| | | | | 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 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
* First cut of instance vertices and proxyDan Goodliffe2023-04-17
| | | | | Untested outside unit test, allows the use of a glBuffer as a storage container. To be combined with a vertex array and/or mesh etc for massing drawing with glDrawElementsInstanced
* Remove the old .obj load, assets and supporting stuffDan Goodliffe2023-04-14
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* Load all assets in red dir with asset factoryDan Goodliffe2023-04-14
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* Use asset factory models in test-renderDan 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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* Current thread partakes in work effort while waitingDan Goodliffe2023-04-14
| | | | This will prevent deadlock if the work pool is otherwise busy by ensuring work is always being done
* Simplify doWork, add tests for various interface usesDan Goodliffe2023-04-14
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* New WorkItem/job/promise/future based interfaceDan Goodliffe2023-04-14
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* Global worker instanceDan 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
* test-assetFactory depends on all resource filesDan Goodliffe2023-04-10
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* Add timeouts to asset factory testsDan Goodliffe2023-04-07
| | | | Yes, I made some infinite loops a few times
* Make perf tests depend on their functional equivalentDan Goodliffe2023-03-19
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* Fix texture packer return value so positions match inputsDan Goodliffe2023-03-17
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* Update test/fixture/resource dependenciesDan Goodliffe2023-03-17
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* Add postLoad support to persistenceDan Goodliffe2023-03-14
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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.
* Add a generic persistence perf testDan Goodliffe2023-03-05
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* Move persistence test objects to test libraryDan Goodliffe2023-03-05
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* Unify asset factory perf tests as it's now a combined load/create operationDan Goodliffe2023-03-05
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* Remove old hard coded asset factory test, run entirely from XML load and ↵Dan Goodliffe2023-03-04
| | | | render a RailVehicle instance
* RailVehicleClass now renders bogie shadows as well as bodyDan Goodliffe2023-03-04
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