Commit graph

121 commits

Author SHA1 Message Date
1c5b74454f external UUID implementation for asset tracking 2020-12-15 12:40:17 +01:00
e25625998c refactoring with ECS 2020-12-15 12:39:25 +01:00
4078cdea8f working ECS base 2020-12-14 00:07:27 +01:00
f3c17f6d03 revert back to sol2 2020-12-11 22:54:27 +01:00
ce8e89af51 WiP 2020-12-09 12:55:33 +01:00
523d1d7668 remember to auto by reference 2020-12-09 00:17:36 +01:00
1f390f5a4d poking around the scenegraph pattern implemented with EnTT 2020-12-09 00:16:08 +01:00
cea83d06e8 initial ECS based on EnTT 2020-12-08 23:06:09 +01:00
2ef6af25c1 WiP 2020-12-04 22:05:04 +01:00
425072bdec now moved from mesh to geometry - file renamed and includes fixed 2020-12-03 00:16:34 +01:00
5833691cb7 index_t needs to be same size as GL_UNSIGNED_INT 2020-12-02 23:45:56 +01:00
7e14aea49e start bisecting 2020-12-02 23:31:06 +01:00
455177d33e added debug code to find 'black screen of death' 2020-12-02 17:09:02 +01:00
a53db41bab migrated mindmap to minder 2020-12-02 17:08:05 +01:00
bf41ce9544 WiP 2020-12-02 15:22:39 +01:00
0cd3c99119 experimenting around with scene and rendering components 2020-12-01 23:22:19 +01:00
8915080b64 testing a ecs 2020-11-24 23:54:49 +01:00
47d28b4f1e slight refactoring 2020-03-02 19:35:34 +01:00
e01df69575 added new GLFW 2020-03-02 19:35:17 +01:00
a9626cc33f just a bit of tinkering around 2020-03-02 12:27:04 +01:00
70424c8819 some more work on the call stack of the visual component 2019-02-24 22:57:06 +01:00
dd908ead95 need to think about resource management 2019-02-20 21:52:41 +01:00
d2de6d410f more fixes for matrix transforms ... projections should be working now 2019-02-19 22:30:17 +01:00
9db2490989 finally got the ortho projection and some other stuff working 2019-02-19 21:59:39 +01:00
8eda3df225 some small refactorings 2019-02-18 19:31:53 +01:00
d8fac9045b skeleton for setting uniforms with variants 2019-02-12 22:44:51 +01:00
f9fbf44391 C++17 std::variant and shader uniforms are a match made in heaven ; ) 2019-02-12 22:23:06 +01:00
40b84fb78f plenty of additions to rendering. transformation now work almost as expected ... 2019-02-12 21:28:20 +01:00
841b0eeb46 Added a bound for a start. Now the combination of mesh and renderer need to be tested. 2019-02-07 13:15:21 +01:00
d1e5b558b7 Add homgenization constructors 2019-02-07 12:30:55 +01:00
0f5058bd18 testing uniforms and shaders 2019-02-07 11:04:10 +01:00
0f823dd419 Merge remote branch 'origin/master' 2019-02-07 10:33:21 +01:00
4c8cac13aa Clean up the path implementation and a few other things. 2019-02-06 21:36:30 +01:00
a5cdf4e5f9 fix for Linux 2019-02-06 13:13:29 +01:00
40e8c43e01 moving to a structure in visual representing the underlying APIs first and then layering on top the scene graph. Various other additions and fixes. 2019-02-02 00:11:33 +01:00
7037abbcb6 WiP 2019-01-31 16:54:12 +01:00
62281699ea now lets get texturing working 2019-01-31 15:55:16 +01:00
d9bbef876e working mesh rendering and shader uniforms 2019-01-30 23:52:38 +01:00
ad13cea0ca well missing stuff from commit before ... 2019-01-27 15:22:55 +01:00
f95231f339 fix for axisangle to matrix conversion
checked with rotation matrices and mesh apply
quick hack for a AABB calculation
2019-01-27 15:22:23 +01:00
46036f15bf add missing files 2019-01-25 18:01:16 +01:00
5245ceb112 still plenty of problems with angleaxis and other linear algebra stuff 2019-01-25 18:01:01 +01:00
9bdc13e3fc starting to abstract the vertext buffers 2019-01-24 16:29:26 +01:00
baa209ceea somewhat better working registration system for the lua runtime 2019-01-24 15:52:03 +01:00
6ee3732994 testing other registration methods for the registry 2019-01-24 09:48:34 +01:00
0809d9c54b poking around to make a somewhat workable factory pattern 2019-01-23 19:33:33 +01:00
36683d6288 more notes for further development 2019-01-23 17:00:36 +01:00
b1c99be0d8 adding missing file 2019-01-23 09:06:05 +01:00
61f8e6c071 attempting to cleanup the scripting interface 2019-01-23 09:05:09 +01:00
a497ac1f7d reworking the scripting module 2019-01-22 16:40:01 +01:00