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I Like Trains
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terrain-deform-2
The I Like Trains game
Dan Goodliffe
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Author
Age
*
Hugely more detailed Brush47 model and revision to test case details
Dan Goodliffe
2023-03-09
*
Add a generic persistence perf test
Dan Goodliffe
2023-03-05
*
Move persistence test objects to test library
Dan Goodliffe
2023-03-05
*
Unify asset factory perf tests as it's now a combined load/create operation
Dan Goodliffe
2023-03-05
*
Remove old hard coded asset factory test, run entirely from XML load and rend...
Dan Goodliffe
2023-03-04
*
RailVehicleClass now renders bogie shadows as well as body
Dan Goodliffe
2023-03-04
*
Support and load factory asset directly into a RailVehicleClass instance
Dan Goodliffe
2023-03-04
*
Add ParseBase
Dan Goodliffe
2023-03-02
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Parse colour values as they're read
Dan Goodliffe
2023-03-02
*
Load the X11 RGB colour definitions into a map
Dan Goodliffe
2023-02-27
*
Add a perf test over the asset factory
Dan Goodliffe
2023-02-27
*
Support parsing string values in persistence read
Dan Goodliffe
2023-02-23
*
Implement loading asset, mesh and face definitions
Dan Goodliffe
2023-02-22
*
Rename ModelFactory to AssetFactory
Dan Goodliffe
2023-02-21
*
Support for loading objects, uses and model factories from an XML resource
Dan Goodliffe
2023-02-21
*
Swap @ prefix for p. prefix for special value names
Dan Goodliffe
2023-02-20
*
First cut of the model factory and the hardcoded Brush 47 model
Dan Goodliffe
2023-02-15
*
Support creating test render output framebuffers of different sizes
Dan Goodliffe
2023-01-10
*
Fix up all the static analyzer warnings
Dan Goodliffe
2023-01-08
*
Only generate the first N shadow maps which are useful
Dan Goodliffe
2023-01-07
*
Add rendering support for spot lights
Dan Goodliffe
2023-01-05
*
Add directional light to pointlight test, fix setting of GL_DEPTH_TEST
Dan Goodliffe
2022-12-30
*
Move test render helpers into a new test library
Dan Goodliffe
2022-12-29
*
Render some train bodies to test shadowing
Dan Goodliffe
2022-12-28
*
Use the existence of .substr(...) to test if a T is stringlike
Dan Goodliffe
2022-12-28
*
Add Camera method to get the extents of the view frustrum at some distance
Dan Goodliffe
2022-12-13
*
Make Camera members private with accessors and helpful setters
Dan Goodliffe
2022-12-12
*
Generate and use a shadow map
Dan Goodliffe
2022-12-04
*
Disable GL_DEBUG_OUTPUT before dumping debug screenshot
Dan Goodliffe
2022-12-04
*
Add GL_DEBUG_OUTPUT with boost test error handling to test-render context
Dan Goodliffe
2022-12-03
*
Split SceneProvider out
Dan Goodliffe
2022-11-27
*
SceneRenderer is a graphics component, not a UI one
Dan Goodliffe
2022-11-27
*
Add rendering support for point lights
Dan Goodliffe
2022-11-23
*
Separate out the illumation of the scene
Dan Goodliffe
2022-11-23
*
Shared context, persist main window in test, send test for upcoming pointlight
Dan Goodliffe
2022-11-19
*
Move OpenGL context behaviour tests into their own app
Dan Goodliffe
2022-11-17
*
Add some tests over the behaviour of windows and contexts and glStuff
Dan Goodliffe
2022-11-14
*
Add a basic if clunky render test
Dan Goodliffe
2022-11-14
*
Implement extending a network into open space
Dan Goodliffe
2022-10-28
*
Tidy network node insertion/searching
Dan Goodliffe
2022-10-22
*
Add magic support to printing/parsing/validating enumerations
Dan Goodliffe
2022-10-22
*
Standard typedefs for Node
Dan Goodliffe
2022-10-13
*
Add addStright to Network which looks up StraightLink in the network type
Dan Goodliffe
2022-10-08
*
Ray function a calculate how close it passes to a line defined by 2 points
Dan Goodliffe
2022-08-29
*
Create a string_view like thing for utf8 strings
Dan Goodliffe
2022-08-22
*
Process UI layers in reverse, so it's stack like
Dan Goodliffe
2022-01-16
*
Configure cppcheck libraries
Dan Goodliffe
2022-01-13
*
Ray Trace cursor clicks to terrain surface
Dan Goodliffe
2022-01-10
*
Tweak ray tracer calls to account for scale
Dan Goodliffe
2022-01-08
*
Initial commit GeoData ray tracer
Dan Goodliffe
2022-01-07
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