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Commit message (Expand)AuthorAge
* Remove weird operator! on vec2/3Dan Goodliffe2023-12-29
* Merge branch 'ints' into terrainDan Goodliffe2023-11-26
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| * Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
| * WIP typedefing just about everything elseDan Goodliffe2023-11-09
| * WIP typedefing all the things - sourcesDan Goodliffe2023-11-09
| * WIP typedefing all the things - headersDan Goodliffe2023-11-07
| * Reformat with new clang-formatDan Goodliffe2023-11-07
| * Don't request a specific OpenGL version, just check we get something sufficie...Dan Goodliffe2023-11-07
* | Rename TerrainMesh to GeoData to drop inplaceDan Goodliffe2023-11-04
* | Don't request a specific OpenGL version, just check we get something sufficie...Dan Goodliffe2023-11-03
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* Swap GLEW for more modern gladDan Goodliffe2023-05-28
* Support for tessellation shadersDan Goodliffe2023-05-09
* Reformat with new clang-format 16Dan Goodliffe2023-04-29
* Drop .hpp for header only thingsDan Goodliffe2023-04-29
* Dunno how, but some DOS new lines got in here!Dan Goodliffe2023-04-29
* Switch to render trees in bulk through foliage asset renderingDan Goodliffe2023-04-20
* Fix wrap/clamp settings on icon texturesDan Goodliffe2023-01-12
* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
* Manual Camera Controller should not refer to current propertiesDan Goodliffe2022-12-16
* Make Camera members private with accessors and helpful settersDan Goodliffe2022-12-12
* Initial commit of the shadow map generator and shadows render interfaceDan Goodliffe2022-12-03
* Check error state during setup, set OpenGL version to 3.3 coreDan Goodliffe2022-12-03
* Split SceneProvider outDan Goodliffe2022-11-27
* SceneRenderer is a graphics component, not a UI oneDan Goodliffe2022-11-27
* Add light stage to renderable objectsDan Goodliffe2022-11-23
* Add rendering support for point lightsDan Goodliffe2022-11-23
* Support setting a viewPort uniform for those shaders which need itDan Goodliffe2022-11-23
* Rename setView to setViewProjection to avoid ambiguityDan Goodliffe2022-11-23
* Don't render zero directional lightDan Goodliffe2022-11-23
* Separate out the illumation of the sceneDan Goodliffe2022-11-23
* Shared context, persist main window in test, send test for upcoming pointlightDan Goodliffe2022-11-19
* Save size of output in SceneRender and set viewport accordinglyDan Goodliffe2022-11-18
* Rename rdiv to ratio and add a vec2 overrideDan Goodliffe2022-11-18
* Add some tests over the behaviour of windows and contexts and glStuffDan Goodliffe2022-11-14
* Refactor shading output componentsDan Goodliffe2022-11-14
* Pass the output framebuffer id to scene rendererDan Goodliffe2022-11-14
* Pass flags to Window constructorDan Goodliffe2022-11-14
* Refactor for per window context and more setup to the right placesDan Goodliffe2022-11-14
* Extract SDL_Application helper into libiltDan Goodliffe2022-11-14
* Restructure how shaders are worked withDan Goodliffe2022-11-03
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
* Tidied Scene RendererDan Goodliffe2022-11-01
* Switch to a deferred lighting based render pipelineDan Goodliffe2022-11-01
* Save window size as a member variableDan Goodliffe2022-10-31
* Setting texture unit when binding UI componentsDan Goodliffe2022-10-30
* Setting texture unit on bindDan Goodliffe2022-10-30
* EditNetworkOf constructor may have single param, should be explicitDan Goodliffe2022-10-28
* Add explicit constructor to Mode to initialise targetDan Goodliffe2022-10-22
* Add free extend builder with placeholder network supportDan Goodliffe2022-10-15
* Remove unnecessary destructorDan Goodliffe2022-10-15