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* Initial version of texture packerDan Goodliffe2023-03-11
* Hugely more detailed Brush47 model and revision to test case detailsDan Goodliffe2023-03-09
* Add a generic persistence perf testDan Goodliffe2023-03-05
* Move persistence test objects to test libraryDan Goodliffe2023-03-05
* Unify asset factory perf tests as it's now a combined load/create operationDan Goodliffe2023-03-05
* Remove old hard coded asset factory test, run entirely from XML load and rend...Dan Goodliffe2023-03-04
* RailVehicleClass now renders bogie shadows as well as bodyDan Goodliffe2023-03-04
* Support and load factory asset directly into a RailVehicleClass instanceDan Goodliffe2023-03-04
* Add ParseBaseDan Goodliffe2023-03-02
* Parse colour values as they're readDan Goodliffe2023-03-02
* Load the X11 RGB colour definitions into a mapDan Goodliffe2023-02-27
* Add a perf test over the asset factoryDan Goodliffe2023-02-27
* Support parsing string values in persistence readDan Goodliffe2023-02-23
* Implement loading asset, mesh and face definitionsDan Goodliffe2023-02-22
* Rename ModelFactory to AssetFactoryDan Goodliffe2023-02-21
* Support for loading objects, uses and model factories from an XML resourceDan Goodliffe2023-02-21
* Swap @ prefix for p. prefix for special value namesDan Goodliffe2023-02-20
* First cut of the model factory and the hardcoded Brush 47 modelDan Goodliffe2023-02-15
* Support creating test render output framebuffers of different sizesDan Goodliffe2023-01-10
* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
* Only generate the first N shadow maps which are usefulDan Goodliffe2023-01-07
* Add rendering support for spot lightsDan Goodliffe2023-01-05
* Add directional light to pointlight test, fix setting of GL_DEPTH_TESTDan Goodliffe2022-12-30
* Move test render helpers into a new test libraryDan Goodliffe2022-12-29
* Render some train bodies to test shadowingDan Goodliffe2022-12-28
* Use the existence of .substr(...) to test if a T is stringlikeDan Goodliffe2022-12-28
* Add Camera method to get the extents of the view frustrum at some distanceDan Goodliffe2022-12-13
* Make Camera members private with accessors and helpful settersDan Goodliffe2022-12-12
* Generate and use a shadow mapDan Goodliffe2022-12-04
* Disable GL_DEBUG_OUTPUT before dumping debug screenshotDan Goodliffe2022-12-04
* Add GL_DEBUG_OUTPUT with boost test error handling to test-render contextDan Goodliffe2022-12-03
* Split SceneProvider outDan Goodliffe2022-11-27
* SceneRenderer is a graphics component, not a UI oneDan Goodliffe2022-11-27
* Add rendering support for point lightsDan Goodliffe2022-11-23
* Separate out the illumation of the sceneDan Goodliffe2022-11-23
* Shared context, persist main window in test, send test for upcoming pointlightDan Goodliffe2022-11-19
* Move OpenGL context behaviour tests into their own appDan Goodliffe2022-11-17
* Add some tests over the behaviour of windows and contexts and glStuffDan Goodliffe2022-11-14
* Add a basic if clunky render testDan Goodliffe2022-11-14
* Implement extending a network into open spaceDan Goodliffe2022-10-28
* Tidy network node insertion/searchingDan Goodliffe2022-10-22
* Add magic support to printing/parsing/validating enumerationsDan Goodliffe2022-10-22
* Standard typedefs for NodeDan Goodliffe2022-10-13
* Add addStright to Network which looks up StraightLink in the network typeDan Goodliffe2022-10-08
* Ray function a calculate how close it passes to a line defined by 2 pointsDan Goodliffe2022-08-29
* Create a string_view like thing for utf8 stringsDan Goodliffe2022-08-22
* Process UI layers in reverse, so it's stack likeDan Goodliffe2022-01-16
* Configure cppcheck librariesDan Goodliffe2022-01-13
* Ray Trace cursor clicks to terrain surfaceDan Goodliffe2022-01-10
* Tweak ray tracer calls to account for scaleDan Goodliffe2022-01-08