Commit message (Collapse) | Author | Age | |
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* | 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 | ||
| * | Switch to millimeters for spatial units | Dan Goodliffe | 2023-11-15 |
| | | | | | | | | | | | | 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 - sources | Dan Goodliffe | 2023-11-09 |
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| * | WIP typedefing all the things - headers | Dan Goodliffe | 2023-11-07 |
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| * | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 |
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| * | Don't request a specific OpenGL version, just check we get something ↵ | Dan Goodliffe | 2023-11-07 |
| | | | | | | | | sufficient from gladLoadGL | ||
* | | Fix todo for handling a terrain walk from outside the mesh | Dan Goodliffe | 2023-11-05 |
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* | | Fix calculating extents | Dan Goodliffe | 2023-11-05 |
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* | | Add methods to walk the boundary of the terrain mesh | Dan Goodliffe | 2023-11-05 |
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* | | Refactor to further simplify line/point operations | Dan Goodliffe | 2023-11-04 |
| | | | | | | | | Adds another perf test | ||
* | | More tests can just use the global fixed data | Dan Goodliffe | 2023-11-04 |
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* | | Simplify some logic with the triangle construct | Dan Goodliffe | 2023-11-04 |
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* | | Rename TerrainMesh to GeoData to drop inplace | Dan Goodliffe | 2023-11-04 |
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* | | Reformat test source | Dan Goodliffe | 2023-11-04 |
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* | | Calculate and expose the extents of the terrain mesh | Dan Goodliffe | 2023-11-04 |
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* | | Static helper for loading ASCII grid data | Dan Goodliffe | 2023-11-04 |
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* | | Implement terrain intersect ray | Dan Goodliffe | 2023-11-03 |
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* | | Increase BOOST_CHECK_CLOSE_VEC stream precision | Dan Goodliffe | 2023-11-03 |
| | | | | | | | | | | 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 surface | Dan Goodliffe | 2023-11-02 |
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* | | Add test-terrain dependency on sample height data | Dan Goodliffe | 2023-11-02 |
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* | | Make PointFace harder to misuse | Dan Goodliffe | 2023-10-31 |
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* | | Update walk/walkUntil to work on PointFace from parameter | Dan Goodliffe | 2023-10-31 |
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* | | Helper type for storing/passing/returning a point and its containing face | Dan Goodliffe | 2023-10-31 |
| | | | | | | | | | | point is const as face is mutable as a cache of the face containing point. | ||
* | | Initial commit of walk/walkUtil terrain | Dan Goodliffe | 2023-10-31 |
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* | | Initial commit of findPoint on terrain | Dan Goodliffe | 2023-10-29 |
| | | | | | | | | | | 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 tests | Dan Goodliffe | 2023-10-28 |
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* | Swap GLEW for more modern glad | Dan Goodliffe | 2023-05-28 |
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* | Templated BufferedLocation and single buffer storage for RVC locations | Dan Goodliffe | 2023-05-06 |
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* | Refactor InstanceVertices in terms of glContainer | Dan Goodliffe | 2023-05-01 |
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* | Add the pack container | Dan Goodliffe | 2023-05-01 |
| | | | | Keeps its elements densely packed together without any interest in order | ||
* | Add missing test over iterator comparison | Dan Goodliffe | 2023-05-01 |
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* | glContainer should at least double in capacity as required | Dan Goodliffe | 2023-05-01 |
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* | Extend glContainer with most of the interface expected of an STL container | Dan Goodliffe | 2023-05-01 |
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* | Initial commit of glContainer | Dan Goodliffe | 2023-04-30 |
| | | | | A std::vector like container backed by an OpenGL buffer. | ||
* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | Half of them acquired a .cpp part anyway | ||
* | Fudge RV bogey position the same as we do the body in test-render | Dan Goodliffe | 2023-04-26 |
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* | Handle rendering of RailVehicles through RailVehicleClass instancing | Dan Goodliffe | 2023-04-23 |
| | | | | | | | 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 unnecessarily | Dan Goodliffe | 2023-04-22 |
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* | Test instancing automatic unmap when count is called, add some nodiscard | Dan Goodliffe | 2023-04-22 |
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* | Fix the instancing maintenance | Dan Goodliffe | 2023-04-22 |
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* | Instances buffer data needs to be unmapped before use | Dan Goodliffe | 2023-04-21 |
| | | | | | 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 rendering | Dan Goodliffe | 2023-04-20 |
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* | Drop performance debug to warning and stop disabling error checking for ↵ | Dan Goodliffe | 2023-04-19 |
| | | | | texture save | ||
* | First cut of instance vertices and proxy | Dan Goodliffe | 2023-04-17 |
| | | | | | 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 stuff | Dan Goodliffe | 2023-04-14 |
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* | Load all assets in red dir with asset factory | Dan Goodliffe | 2023-04-14 |
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* | Use asset factory models in test-render | Dan Goodliffe | 2023-04-14 |
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* | Adjust test render view to get a closer view of our tree | Dan Goodliffe | 2023-04-14 |
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* | Current thread partakes in work effort while waiting | Dan Goodliffe | 2023-04-14 |
| | | | | This will prevent deadlock if the work pool is otherwise busy by ensuring work is always being done |