Commit message (Collapse) | Author | Age | ||
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* | Add timeouts to asset factory tests | Dan Goodliffe | 2023-04-07 | |
| | | | | Yes, I made some infinite loops a few times | |||
* | Make perf tests depend on their functional equivalent | Dan Goodliffe | 2023-03-19 | |
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* | Fix texture packer return value so positions match inputs | Dan Goodliffe | 2023-03-17 | |
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* | Update test/fixture/resource dependencies | Dan Goodliffe | 2023-03-17 | |
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* | Add postLoad support to persistence | Dan Goodliffe | 2023-03-14 | |
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* | Initial version of texture packer | Dan Goodliffe | 2023-03-11 | |
| | | | | | 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 details | Dan Goodliffe | 2023-03-09 | |
| | | | | | | 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 test | Dan Goodliffe | 2023-03-05 | |
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* | Move persistence test objects to test library | Dan Goodliffe | 2023-03-05 | |
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* | Unify asset factory perf tests as it's now a combined load/create operation | Dan Goodliffe | 2023-03-05 | |
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* | Remove old hard coded asset factory test, run entirely from XML load and ↵ | Dan Goodliffe | 2023-03-04 | |
| | | | | render a RailVehicle instance | |||
* | RailVehicleClass now renders bogie shadows as well as body | Dan Goodliffe | 2023-03-04 | |
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* | Support and load factory asset directly into a RailVehicleClass instance | Dan Goodliffe | 2023-03-04 | |
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* | Add ParseBase | Dan Goodliffe | 2023-03-02 | |
| | | | | Acts as a base class for persistence parser, encompasses the parse stack and manages shared objects | |||
* | Parse colour values as they're read | Dan Goodliffe | 2023-03-02 | |
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* | Load the X11 RGB colour definitions into a map | Dan Goodliffe | 2023-02-27 | |
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* | Add a perf test over the asset factory | Dan Goodliffe | 2023-02-27 | |
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* | Support parsing string values in persistence read | Dan Goodliffe | 2023-02-23 | |
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* | Implement loading asset, mesh and face definitions | Dan Goodliffe | 2023-02-22 | |
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* | Rename ModelFactory to AssetFactory | Dan Goodliffe | 2023-02-21 | |
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* | Support for loading objects, uses and model factories from an XML resource | Dan Goodliffe | 2023-02-21 | |
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* | Swap @ prefix for p. prefix for special value names | Dan Goodliffe | 2023-02-20 | |
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* | First cut of the model factory and the hardcoded Brush 47 model | Dan Goodliffe | 2023-02-15 | |
| | | | | Requires temporary change to the fragment shader to hardcode some visible colour to the model | |||
* | Support creating test render output framebuffers of different sizes | Dan Goodliffe | 2023-01-10 | |
| | | | | Includes a templated subclass to allow size to be specified in a test fixture | |||
* | Fix up all the static analyzer warnings | Dan Goodliffe | 2023-01-08 | |
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* | Only generate the first N shadow maps which are useful | Dan Goodliffe | 2023-01-07 | |
| | | | | Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner | |||
* | Add rendering support for spot lights | Dan Goodliffe | 2023-01-05 | |
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* | Add directional light to pointlight test, fix setting of GL_DEPTH_TEST | Dan Goodliffe | 2022-12-30 | |
| | | | | Fixes issue where directional light prevented pointlights from working | |||
* | Move test render helpers into a new test library | Dan Goodliffe | 2022-12-29 | |
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* | Render some train bodies to test shadowing | Dan Goodliffe | 2022-12-28 | |
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* | Use the existence of .substr(...) to test if a T is stringlike | Dan Goodliffe | 2022-12-28 | |
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* | Add Camera method to get the extents of the view frustrum at some distance | Dan Goodliffe | 2022-12-13 | |
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* | Make Camera members private with accessors and helpful setters | Dan Goodliffe | 2022-12-12 | |
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* | Generate and use a shadow map | Dan Goodliffe | 2022-12-04 | |
| | | | | | Generated when the directional light is specified in the environment call, passed to the directional light shader pass to conditionally illuminate each pixel. | |||
* | Disable GL_DEBUG_OUTPUT before dumping debug screenshot | Dan Goodliffe | 2022-12-04 | |
| | | | | Avoids potential performance error capture memory mapping a busy miptree BO | |||
* | Add GL_DEBUG_OUTPUT with boost test error handling to test-render context | Dan Goodliffe | 2022-12-03 | |
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* | Split SceneProvider out | Dan Goodliffe | 2022-11-27 | |
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* | SceneRenderer is a graphics component, not a UI one | Dan Goodliffe | 2022-11-27 | |
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* | Add rendering support for point lights | Dan Goodliffe | 2022-11-23 | |
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* | Separate out the illumation of the scene | Dan Goodliffe | 2022-11-23 | |
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* | Shared context, persist main window in test, send test for upcoming pointlight | Dan Goodliffe | 2022-11-19 | |
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* | Move OpenGL context behaviour tests into their own app | Dan Goodliffe | 2022-11-17 | |
| | | | | For our own sanity :) | |||
* | Add some tests over the behaviour of windows and contexts and glStuff | Dan Goodliffe | 2022-11-14 | |
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* | Add a basic if clunky render test | Dan Goodliffe | 2022-11-14 | |
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* | Implement extending a network into open space | Dan Goodliffe | 2022-10-28 | |
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* | Tidy network node insertion/searching | Dan Goodliffe | 2022-10-22 | |
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* | Add magic support to printing/parsing/validating enumerations | Dan Goodliffe | 2022-10-22 | |
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* | Standard typedefs for Node | Dan Goodliffe | 2022-10-13 | |
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* | Add addStright to Network which looks up StraightLink in the network type | Dan Goodliffe | 2022-10-08 | |
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* | Ray function a calculate how close it passes to a line defined by 2 points | Dan Goodliffe | 2022-08-29 | |
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