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749bb67c6c
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major overhaul for Lua API and additions for using texture coordinates
Signed-off-by: Hartmut Seichter <hartmut@technotecture.com>
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2021-02-02 23:23:40 +01:00 |
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939195b851
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updated sol2 and lua
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2021-01-31 21:29:56 +01:00 |
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2b71d39a9b
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working texturing
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2021-01-30 21:23:16 +01:00 |
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0c8748befe
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Converting codebase to SOL3
Signed-off-by: Hartmut Seichter <hartmut@technotecture.com>
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2021-01-29 00:00:02 +01:00 |
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874c87cedf
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move to SOL2 (SOL3)
Signed-off-by: Hartmut Seichter <hartmut@technotecture.com>
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2021-01-28 23:59:41 +01:00 |
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68d4610470
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a working version with no error but still some bugs around texturing
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2021-01-28 20:11:17 +01:00 |
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2d8244386a
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adjust demo and implementation to demonstrate proper camera movement
Signed-off-by: Hartmut Seichter <hartmut@technotecture.com>
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2021-01-25 21:01:14 +01:00 |
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42c9fac38e
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WiP
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2021-01-24 21:54:29 +01:00 |
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8f815a33ef
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refactor geometry topology naming to reflect more the Vulkan way
Signed-off-by: Hartmut Seichter <hartmut@technotecture.com>
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2021-01-24 09:38:05 +01:00 |
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753f51453f
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refactoring of texture code into a 2D version first
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2021-01-23 14:21:08 +01:00 |
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2c4cc29f97
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Clean up code for rendering and wrapping it to Lua
Now with an object oriented example.
Signed-off-by: Hartmut Seichter <hartmut@technotecture.com>
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2021-01-19 20:38:28 +01:00 |
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52c077af6c
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refactoring and cleaning while searching for a problem in the demo code
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2021-01-09 21:40:23 +01:00 |
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3471196830
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working port from C++ to Lua with very basic shader and geometry functionality in place
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2021-01-09 14:17:10 +01:00 |
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0d2138c9f2
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refactoring and cleaning while searching for a problem in the demo code
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2021-01-07 23:02:08 +01:00 |
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d2c8262c68
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Major push to get renderer separated and configurable.
Signed-off-by: Hartmut Seichter <hartmut@technotecture.com>
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2021-01-05 00:23:03 +01:00 |
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77e254872f
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update copyright notice
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2021-01-03 10:49:59 +01:00 |
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8253756e4c
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update to add more functionality to the ECS and connect it to the rendering system
Signed-off-by: Hartmut Seichter <hartmut@technotecture.com>
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2020-12-18 23:31:30 +01:00 |
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a4f9308aa7
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WiP for proper support of ECS - figuring out how to use transformations in a ECS
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2020-12-17 23:23:08 +01:00 |
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1c5b74454f
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external UUID implementation for asset tracking
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2020-12-15 12:40:17 +01:00 |
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e25625998c
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refactoring with ECS
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2020-12-15 12:39:25 +01:00 |
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4078cdea8f
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working ECS base
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2020-12-14 00:07:27 +01:00 |
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f3c17f6d03
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revert back to sol2
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2020-12-11 22:54:27 +01:00 |
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ce8e89af51
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WiP
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2020-12-09 12:55:33 +01:00 |
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523d1d7668
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remember to auto by reference
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2020-12-09 00:17:36 +01:00 |
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1f390f5a4d
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poking around the scenegraph pattern implemented with EnTT
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2020-12-09 00:16:08 +01:00 |
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cea83d06e8
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initial ECS based on EnTT
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2020-12-08 23:06:09 +01:00 |
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2ef6af25c1
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WiP
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2020-12-04 22:05:04 +01:00 |
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425072bdec
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now moved from mesh to geometry - file renamed and includes fixed
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2020-12-03 00:16:34 +01:00 |
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5833691cb7
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index_t needs to be same size as GL_UNSIGNED_INT
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2020-12-02 23:45:56 +01:00 |
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7e14aea49e
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start bisecting
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2020-12-02 23:31:06 +01:00 |
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455177d33e
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added debug code to find 'black screen of death'
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2020-12-02 17:09:02 +01:00 |
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a53db41bab
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migrated mindmap to minder
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2020-12-02 17:08:05 +01:00 |
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bf41ce9544
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WiP
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2020-12-02 15:22:39 +01:00 |
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0cd3c99119
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experimenting around with scene and rendering components
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2020-12-01 23:22:19 +01:00 |
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8915080b64
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testing a ecs
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2020-11-24 23:54:49 +01:00 |
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47d28b4f1e
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slight refactoring
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2020-03-02 19:35:34 +01:00 |
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e01df69575
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added new GLFW
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2020-03-02 19:35:17 +01:00 |
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a9626cc33f
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just a bit of tinkering around
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2020-03-02 12:27:04 +01:00 |
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70424c8819
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some more work on the call stack of the visual component
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2019-02-24 22:57:06 +01:00 |
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dd908ead95
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need to think about resource management
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2019-02-20 21:52:41 +01:00 |
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d2de6d410f
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more fixes for matrix transforms ... projections should be working now
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2019-02-19 22:30:17 +01:00 |
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9db2490989
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finally got the ortho projection and some other stuff working
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2019-02-19 21:59:39 +01:00 |
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8eda3df225
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some small refactorings
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2019-02-18 19:31:53 +01:00 |
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d8fac9045b
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skeleton for setting uniforms with variants
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2019-02-12 22:44:51 +01:00 |
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f9fbf44391
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C++17 std::variant and shader uniforms are a match made in heaven ; )
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2019-02-12 22:23:06 +01:00 |
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40b84fb78f
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plenty of additions to rendering. transformation now work almost as expected ...
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2019-02-12 21:28:20 +01:00 |
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841b0eeb46
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Added a bound for a start. Now the combination of mesh and renderer need to be tested.
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2019-02-07 13:15:21 +01:00 |
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d1e5b558b7
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Add homgenization constructors
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2019-02-07 12:30:55 +01:00 |
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0f5058bd18
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testing uniforms and shaders
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2019-02-07 11:04:10 +01:00 |
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0f823dd419
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Merge remote branch 'origin/master'
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2019-02-07 10:33:21 +01:00 |
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