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* 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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* Adjust test render view to get a closer view of our treeDan Goodliffe2023-04-14
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* Current thread partakes in work effort while waitingDan Goodliffe2023-04-14
| | | | This will prevent deadlock if the work pool is otherwise busy by ensuring work is always being done
* Simplify doWork, add tests for various interface usesDan Goodliffe2023-04-14
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* New WorkItem/job/promise/future based interfaceDan Goodliffe2023-04-14
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* Global worker instanceDan Goodliffe2023-04-14
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* No need to pass size around, we can get it back from the textureDan Goodliffe2023-04-14
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* Extend timeout... this can be a bit slow nowDan Goodliffe2023-04-14
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* First cut loading assets using assimpDan Goodliffe2023-04-10
| | | | This is far from perfect, specifically the created texture atlas is not compatibile with wrapping texture UVs
* test-assetFactory depends on all resource filesDan Goodliffe2023-04-10
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* Add timeouts to asset factory testsDan Goodliffe2023-04-07
| | | | Yes, I made some infinite loops a few times
* Make perf tests depend on their functional equivalentDan Goodliffe2023-03-19
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* Fix texture packer return value so positions match inputsDan Goodliffe2023-03-17
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* Update test/fixture/resource dependenciesDan Goodliffe2023-03-17
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* Add postLoad support to persistenceDan Goodliffe2023-03-14
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* Initial version of texture packerDan Goodliffe2023-03-11
| | | | | 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 detailsDan Goodliffe2023-03-09
| | | | | | 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 testDan Goodliffe2023-03-05
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* Move persistence test objects to test libraryDan Goodliffe2023-03-05
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* Unify asset factory perf tests as it's now a combined load/create operationDan Goodliffe2023-03-05
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* Remove old hard coded asset factory test, run entirely from XML load and ↵Dan Goodliffe2023-03-04
| | | | render a RailVehicle instance
* RailVehicleClass now renders bogie shadows as well as bodyDan Goodliffe2023-03-04
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* Support and load factory asset directly into a RailVehicleClass instanceDan Goodliffe2023-03-04
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* Add ParseBaseDan Goodliffe2023-03-02
| | | | Acts as a base class for persistence parser, encompasses the parse stack and manages shared objects
* Parse colour values as they're readDan Goodliffe2023-03-02
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* Load the X11 RGB colour definitions into a mapDan Goodliffe2023-02-27
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* Add a perf test over the asset factoryDan Goodliffe2023-02-27
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* Support parsing string values in persistence readDan Goodliffe2023-02-23
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* Implement loading asset, mesh and face definitionsDan Goodliffe2023-02-22
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* Rename ModelFactory to AssetFactoryDan Goodliffe2023-02-21
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* Support for loading objects, uses and model factories from an XML resourceDan Goodliffe2023-02-21
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* Swap @ prefix for p. prefix for special value namesDan Goodliffe2023-02-20
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* First cut of the model factory and the hardcoded Brush 47 modelDan Goodliffe2023-02-15
| | | | Requires temporary change to the fragment shader to hardcode some visible colour to the model
* Support creating test render output framebuffers of different sizesDan Goodliffe2023-01-10
| | | | Includes a templated subclass to allow size to be specified in a test fixture
* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
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* Only generate the first N shadow maps which are usefulDan Goodliffe2023-01-07
| | | | 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 lightsDan Goodliffe2023-01-05
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* Add directional light to pointlight test, fix setting of GL_DEPTH_TESTDan Goodliffe2022-12-30
| | | | Fixes issue where directional light prevented pointlights from working
* Move test render helpers into a new test libraryDan Goodliffe2022-12-29
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* Render some train bodies to test shadowingDan Goodliffe2022-12-28
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* Use the existence of .substr(...) to test if a T is stringlikeDan Goodliffe2022-12-28
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* Add Camera method to get the extents of the view frustrum at some distanceDan Goodliffe2022-12-13
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* Make Camera members private with accessors and helpful settersDan Goodliffe2022-12-12
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* Generate and use a shadow mapDan Goodliffe2022-12-04
| | | | | 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 screenshotDan Goodliffe2022-12-04
| | | | Avoids potential performance error capture memory mapping a busy miptree BO