Commit message (Collapse) | Author | Age | |
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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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* | Refactor shading output components | Dan Goodliffe | 2022-11-14 |
| | | | | SceneShader and Camera are part of SceneRenderer | ||
* | Restructure how shaders are worked with | Dan Goodliffe | 2022-11-03 |
| | | | | Needs a tidy-up | ||
* | Rename Shader to SceneShader | Dan Goodliffe | 2022-11-03 |
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* | Switch to a deferred lighting based render pipeline | Dan Goodliffe | 2022-11-01 |
| | | | | Tidy-up required. | ||
* | Make Window shader available to clients | Dan Goodliffe | 2022-10-02 |
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* | No need to pass GameState around, it has a global pointer | Dan Goodliffe | 2022-01-02 |
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* | Replace include guard macros with pragma once | Dan Goodliffe | 2022-01-02 |
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* | Initial implementation for being able to click in the main window to select ↵ | Dan Goodliffe | 2021-12-28 |
| | | | | something | ||
* | Window handles UIComponent rendering | Dan Goodliffe | 2021-12-18 |
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* | Push uiShader into the window class | Dan Goodliffe | 2021-12-18 |
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* | Single glContext shared between windows | Dan Goodliffe | 2021-12-14 |
| | | | | Created by the first window, includes simplified refresh/render for single control point | ||
* | Refactor to start splitting out UI components | Dan Goodliffe | 2021-12-13 |