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* SceneRenderer is a graphics component, not a UI oneDan Goodliffe2022-11-27
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* Add light stage to renderable objectsDan Goodliffe2022-11-23
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* Add rendering support for point lightsDan Goodliffe2022-11-23
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* Support setting a viewPort uniform for those shaders which need itDan Goodliffe2022-11-23
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* Rename setView to setViewProjection to avoid ambiguityDan Goodliffe2022-11-23
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* Don't render zero directional lightDan Goodliffe2022-11-23
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* Separate out the illumation of the sceneDan Goodliffe2022-11-23
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* Shared context, persist main window in test, send test for upcoming pointlightDan Goodliffe2022-11-19
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* Save size of output in SceneRender and set viewport accordinglyDan Goodliffe2022-11-18
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* Rename rdiv to ratio and add a vec2 overrideDan Goodliffe2022-11-18
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* Add some tests over the behaviour of windows and contexts and glStuffDan Goodliffe2022-11-14
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* Refactor shading output componentsDan Goodliffe2022-11-14
| | | | SceneShader and Camera are part of SceneRenderer
* Pass the output framebuffer id to scene rendererDan Goodliffe2022-11-14
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* Pass flags to Window constructorDan Goodliffe2022-11-14
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* Refactor for per window context and more setup to the right placesDan Goodliffe2022-11-14
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* Extract SDL_Application helper into libiltDan Goodliffe2022-11-14
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* Restructure how shaders are worked withDan Goodliffe2022-11-03
| | | | Needs a tidy-up
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
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* Tidied Scene RendererDan Goodliffe2022-11-01
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* Switch to a deferred lighting based render pipelineDan Goodliffe2022-11-01
| | | | Tidy-up required.
* Save window size as a member variableDan Goodliffe2022-10-31
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* Setting texture unit when binding UI componentsDan Goodliffe2022-10-30
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* Setting texture unit on bindDan Goodliffe2022-10-30
| | | | Always sets the target unit before binding, allows specifying the unit
* EditNetworkOf constructor may have single param, should be explicitDan Goodliffe2022-10-28
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* Add explicit constructor to Mode to initialise targetDan Goodliffe2022-10-22
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* Add free extend builder with placeholder network supportDan Goodliffe2022-10-15
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* Remove unnecessary destructorDan Goodliffe2022-10-15
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* Sequence straights chained together makes no senseDan Goodliffe2022-10-15
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* Builders manage a collection of candidate links rendered by the base builderDan Goodliffe2022-10-14
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* Scoped Builder::PtrDan Goodliffe2022-10-13
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* Standard typedefs for NodeDan Goodliffe2022-10-13
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* GameMainSelector provides world overlay and renders its targetDan Goodliffe2022-10-10
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* Add a rather dumb builder for joining nodesDan Goodliffe2022-10-08
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* Initial commit of a basic working network editorDan Goodliffe2022-10-08
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* Use mode helper in main window toolbarDan Goodliffe2022-10-08
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* Add toolber mode switching helperDan Goodliffe2022-10-08
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* Translate mouse motion y axisDan Goodliffe2022-10-03
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* Add WorldOverlay conceptDan Goodliffe2022-10-02
| | | | Allows rendering in the world view objects which are not (yet?) part of that world
* Make Window shader available to clientsDan Goodliffe2022-10-02
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* Remove redundant null checkDan Goodliffe2022-10-02
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* Use utf8_string_view for processing text to renderingsDan Goodliffe2022-08-22
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* Fix string_view iterationDan Goodliffe2022-08-21
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* Fix shadowingDan Goodliffe2022-08-21
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* Beginnings of network editorDan Goodliffe2022-01-18
| | | | Pushes gameMainSelector clicks/moves into a different target
* We know the last param is distance nowDan Goodliffe2022-01-16
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* Process UI layers in reverse, so it's stack likeDan Goodliffe2022-01-16
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* Fix up includesDan Goodliffe2022-01-13
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* Ray Trace cursor clicks to terrain surfaceDan Goodliffe2022-01-10
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* Display on what/where we clicked in the main windowDan Goodliffe2022-01-03
| | | | Just debug for now... never likely to last
* Add transform_arrayDan Goodliffe2022-01-03
| | | | Wraps std::transform to transform one array into another.