Commit message (Collapse) | Author | Age | |
---|---|---|---|
* | Render text in N draw calls | Dan Goodliffe | 2024-01-27 |
| | | | | | | Creates a single buffer per required texture and draws the whole buffer in one go. It does introduce the use of deprecated GL_QUADS primitive, but it's the easiest way to go without needing indices, repeated vertices etc | ||
* | Remove the generic cache completely | Dan Goodliffe | 2024-01-26 |
| | |||
* | Remove the static font cache | Dan Goodliffe | 2024-01-26 |
| | | | | Each thing can own/share a font rendering itself | ||
* | Always set pixel unpack alignment before generating font texture content | Dan Goodliffe | 2024-01-26 |
| | |||
* | Add traits helpers for glTexParameter functions | Dan Goodliffe | 2024-01-25 |
| | |||
* | Remove PositionxD from Network editors | Dan Goodliffe | 2024-01-07 |
| | |||
* | Template Ray on position type | Dan Goodliffe | 2024-01-07 |
| | |||
* | Remove more use of legacy types and unnecessary pointers from selectable ↵ | Dan Goodliffe | 2024-01-01 |
| | | | | interface | ||
* | Remove more use of legacy types from camera controller | Dan Goodliffe | 2024-01-01 |
| | |||
* | Remove misleading power operator^ on vec2/3 | Dan Goodliffe | 2023-12-29 |
| | |||
* | Remove weird operator! on vec2/3 | Dan Goodliffe | 2023-12-29 |
| | |||
* | Merge branch 'ints' into terrain | Dan Goodliffe | 2023-11-26 |
|\ | | | | | | | | | | | Conflicts fix, compiles, some test failures remain. Trees not added, possibility of OM invalid handle assertion failures, normals broken due to integer overflow in Newell's method. | ||
| * | Switch to millimeters for spatial units | Dan Goodliffe | 2023-11-15 |
| | | | | | | | | | | | | Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres. | ||
| * | WIP typedefing just about everything else | Dan Goodliffe | 2023-11-09 |
| | | |||
| * | WIP typedefing all the things - sources | Dan Goodliffe | 2023-11-09 |
| | | |||
| * | WIP typedefing all the things - headers | Dan Goodliffe | 2023-11-07 |
| | | |||
| * | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 |
| | | |||
| * | Don't request a specific OpenGL version, just check we get something ↵ | Dan Goodliffe | 2023-11-07 |
| | | | | | | | | sufficient from gladLoadGL | ||
* | | Rename TerrainMesh to GeoData to drop inplace | Dan Goodliffe | 2023-11-04 |
| | | |||
* | | Don't request a specific OpenGL version, just check we get something ↵ | Dan Goodliffe | 2023-11-03 |
|/ | | | | sufficient from gladLoadGL | ||
* | Swap GLEW for more modern glad | Dan Goodliffe | 2023-05-28 |
| | |||
* | Support for tessellation shaders | Dan Goodliffe | 2023-05-09 |
| | |||
* | Reformat with new clang-format 16 | Dan Goodliffe | 2023-04-29 |
| | |||
* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | Half of them acquired a .cpp part anyway | ||
* | Dunno how, but some DOS new lines got in here! | Dan Goodliffe | 2023-04-29 |
| | |||
* | Switch to render trees in bulk through foliage asset rendering | Dan Goodliffe | 2023-04-20 |
| | |||
* | Fix wrap/clamp settings on icon textures | Dan Goodliffe | 2023-01-12 |
| | |||
* | Fix up all the static analyzer warnings | Dan Goodliffe | 2023-01-08 |
| | |||
* | Manual Camera Controller should not refer to current properties | Dan Goodliffe | 2022-12-16 |
| | |||
* | Make Camera members private with accessors and helpful setters | Dan Goodliffe | 2022-12-12 |
| | |||
* | Initial commit of the shadow map generator and shadows render interface | Dan Goodliffe | 2022-12-03 |
| | | | | | Lots of hard coding, buggy in places, far from great, but the basics work. | ||
* | Check error state during setup, set OpenGL version to 3.3 core | Dan Goodliffe | 2022-12-03 |
| | | | | Updates all shaders to 330 core too. | ||
* | Split SceneProvider out | Dan Goodliffe | 2022-11-27 |
| | |||
* | SceneRenderer is a graphics component, not a UI one | Dan Goodliffe | 2022-11-27 |
| | |||
* | Add light stage to renderable objects | Dan Goodliffe | 2022-11-23 |
| | |||
* | Add rendering support for point lights | Dan Goodliffe | 2022-11-23 |
| | |||
* | Support setting a viewPort uniform for those shaders which need it | Dan Goodliffe | 2022-11-23 |
| | |||
* | Rename setView to setViewProjection to avoid ambiguity | Dan Goodliffe | 2022-11-23 |
| | |||
* | Don't render zero directional light | Dan Goodliffe | 2022-11-23 |
| | |||
* | Separate out the illumation of the scene | Dan Goodliffe | 2022-11-23 |
| | |||
* | Shared context, persist main window in test, send test for upcoming pointlight | Dan Goodliffe | 2022-11-19 |
| | |||
* | Save size of output in SceneRender and set viewport accordingly | Dan Goodliffe | 2022-11-18 |
| | |||
* | Rename rdiv to ratio and add a vec2 override | Dan Goodliffe | 2022-11-18 |
| | |||
* | Add some tests over the behaviour of windows and contexts and glStuff | Dan Goodliffe | 2022-11-14 |
| | |||
* | Refactor shading output components | Dan Goodliffe | 2022-11-14 |
| | | | | SceneShader and Camera are part of SceneRenderer | ||
* | Pass the output framebuffer id to scene renderer | Dan Goodliffe | 2022-11-14 |
| | |||
* | Pass flags to Window constructor | Dan Goodliffe | 2022-11-14 |
| | |||
* | Refactor for per window context and more setup to the right places | Dan Goodliffe | 2022-11-14 |
| | |||
* | Extract SDL_Application helper into libilt | Dan Goodliffe | 2022-11-14 |
| | |||
* | Restructure how shaders are worked with | Dan Goodliffe | 2022-11-03 |
| | | | | Needs a tidy-up |