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* Replace positionAt with pure integer versionDan Goodliffe2023-12-02
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* Calculate vertex normals onlyDan Goodliffe2023-11-26
| | | | | | 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 terrainDan Goodliffe2023-11-26
|\ | | | | | | | | | | 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 integersDan Goodliffe2023-11-25
| | | | | | | | | | 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
| * Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
| | | | | | | | | | | | Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres.
| * WIP typedefing all the things - sourcesDan Goodliffe2023-11-09
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| * WIP typedefing all the things - headersDan Goodliffe2023-11-07
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| * Reformat with new clang-formatDan Goodliffe2023-11-07
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| * Don't request a specific OpenGL version, just check we get something ↵Dan Goodliffe2023-11-07
| | | | | | | | sufficient from gladLoadGL
* | Fix todo for handling a terrain walk from outside the meshDan Goodliffe2023-11-05
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* | Fix calculating extentsDan Goodliffe2023-11-05
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* | Add methods to walk the boundary of the terrain meshDan Goodliffe2023-11-05
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* | Refactor to further simplify line/point operationsDan Goodliffe2023-11-04
| | | | | | | | Adds another perf test
* | More tests can just use the global fixed dataDan Goodliffe2023-11-04
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* | Simplify some logic with the triangle constructDan Goodliffe2023-11-04
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* | Rename TerrainMesh to GeoData to drop inplaceDan Goodliffe2023-11-04
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* | Reformat test sourceDan Goodliffe2023-11-04
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* | Calculate and expose the extents of the terrain meshDan Goodliffe2023-11-04
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* | Static helper for loading ASCII grid dataDan Goodliffe2023-11-04
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* | Implement terrain intersect rayDan Goodliffe2023-11-03
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* | Increase BOOST_CHECK_CLOSE_VEC stream precisionDan Goodliffe2023-11-03
| | | | | | | | | | Spent way too long trying to explain a test failure because the precision of the debug didn't show the differences.
* | 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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