Commit message (Collapse) | Author | Age | |
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* | Refactor for per window context and more setup to the right places | Dan Goodliffe | 2022-11-14 |
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* | Switch to a deferred lighting based render pipeline | Dan Goodliffe | 2022-11-01 |
| | | | | Tidy-up required. | ||
* | Save window size as a member variable | Dan Goodliffe | 2022-10-31 |
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* | Translate mouse motion y axis | Dan Goodliffe | 2022-10-03 |
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* | Add WorldOverlay concept | Dan Goodliffe | 2022-10-02 |
| | | | | Allows rendering in the world view objects which are not (yet?) part of that world | ||
* | Process UI layers in reverse, so it's stack like | Dan Goodliffe | 2022-01-16 |
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* | No need to pass GameState around, it has a global pointer | Dan Goodliffe | 2022-01-02 |
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* | First iteration with font/text support | Dan Goodliffe | 2022-01-01 |
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* | Initial commit with some basic UI | Dan Goodliffe | 2021-12-22 |
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* | 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 |