- Jul 29, 2021
-
-
This is a merged commit of a bunch of typos and whatnot.
-
Joseph Walton-Rivers authored
This is only a first approxmiation of what I would like for CI. Ideally, it'd be it's own step that can pass/fail regardless of the build status. With this setup, it's integrated into the build (and also running tidy over our vendored dependencies, which are outside our scope). Something like this: http://www.stablecoder.ca/2018/10/30/full-cmake-helper-suite.html might be better for the future...
-
- Jul 26, 2021
-
-
Joseph Walton-Rivers authored
-
Joseph Walton-Rivers authored
-
- Jul 19, 2021
-
-
Joseph Walton-Rivers authored
-
Joseph Walton-Rivers authored
-
Joseph Walton-Rivers authored
-
Joseph Walton-Rivers authored
-
- Jul 18, 2021
-
-
Joseph Walton-Rivers authored
-
Joseph Walton-Rivers authored
-
Joseph Walton-Rivers authored
-
Joseph Walton-Rivers authored
-
Joseph Walton-Rivers authored
-
Joseph Walton-Rivers authored
-
Joseph Walton-Rivers authored
-
Joseph Walton-Rivers authored
-
Joseph Walton-Rivers authored
Mesh now has a (fairly primative) method for removing unused and duplicated verticies. This means its possible to use conbined geometry without duplicate verticies. In my test scene, this halved the number of verticies in the combined mesh. There are plenty of other optimisations that could be implemented. Some that would be nice to have but I don't have time for: * Removal of internal faces in combined meshes * Optimise triangle order so GL_TRIANGLE_STRIP or the like can be used
-
Joseph Walton-Rivers authored
-
- Jul 17, 2021
-
-
Joseph Walton-Rivers authored
The lighting bug in the previous commit was caused by the fact that the combined (averaged) normals don't work if there should be a clear seam this commit duplicates each vertex.
-
Joseph Walton-Rivers authored
-
Joseph Walton-Rivers authored
-
Joseph Walton-Rivers authored
-
Joseph Walton-Rivers authored
* ditch has 3 sides high and one low * point has 1 side high and three low This adds to the two versions already present: * slope has 2 sides high and 2 sides low * cube is just a cube (4 sides high)
-
Joseph Walton-Rivers authored
* The planes and cube are from first priciples so probably don't follow best practice with regards to ordering * Renderer includes some matrixes for testing (spin objects, fixed prespective) * Model renderer uses backface culling (to check winding order of polygons
-
- Jul 12, 2021
-
-
Joseph Walton-Rivers authored
-
Joseph Walton-Rivers authored
-
- Jul 11, 2021
-
-
Joseph Walton-Rivers authored
-
- Jul 07, 2021
-
-
Joseph Walton-Rivers authored
-
- Jul 06, 2021
-
-
Joseph Walton-Rivers authored
-