demo
6 years agoquick backup
Eleni Maria Stea [Mon, 24 Jul 2017 16:50:14 +0000 (19:50 +0300)]
quick backup

6 years agofixed mesh bugs
Eleni Maria Stea [Mon, 24 Jul 2017 14:51:57 +0000 (17:51 +0300)]
fixed mesh bugs

6 years agofixed indentation :p
Eleni Maria Stea [Mon, 17 Jul 2017 10:55:24 +0000 (13:55 +0300)]
fixed indentation :p

6 years agobackup of where I was last week (nothing added)
Eleni Maria Stea [Mon, 17 Jul 2017 07:51:46 +0000 (10:51 +0300)]
backup of where I was last week (nothing added)

6 years agofixed shader manager, added it
Eleni Maria Stea [Sun, 16 Jul 2017 15:26:22 +0000 (18:26 +0300)]
fixed shader manager, added it

6 years agoquick backup:
Eleni Maria Stea [Sun, 16 Jul 2017 12:40:53 +0000 (15:40 +0300)]
quick backup:
- camera
- state manager
- shaders
- renderer
- mesh drawing functions

missing: renderer drawing functions, renderers for our meshes

6 years agoquick backup of the renderer - things missing
Eleni Maria Stea [Fri, 14 Jul 2017 08:52:29 +0000 (11:52 +0300)]
quick backup of the renderer - things missing

6 years agoquick backup of changes:
Eleni Maria Stea [Wed, 12 Jul 2017 15:35:01 +0000 (18:35 +0300)]
quick backup of changes:
mouse handling, camera, shaderprog etc

6 years agoRevert "backup some changes:"
Eleni Maria Stea [Wed, 12 Jul 2017 15:26:16 +0000 (18:26 +0300)]
Revert "backup some changes:"

This reverts commit f906c6d5d6b93dcc4c0f3d54e679cf86c829b91e.

6 years agobackup some changes: MyCommit
Eleni Maria Stea [Wed, 12 Jul 2017 15:20:57 +0000 (18:20 +0300)]
backup some changes:
- camera class
- mouse/motion glfw callbacks

6 years agobackup (realized that the shader files weren't added to git)
Eleni Maria Stea [Wed, 12 Jul 2017 08:46:05 +0000 (11:46 +0300)]
backup (realized that the shader files weren't added to git)

6 years agoquick backup of the finished scene loader before I submit other parts
Eleni Maria Stea [Tue, 11 Jul 2017 07:20:12 +0000 (10:20 +0300)]
quick backup of the finished scene loader before I submit other parts
changes

*Note: I made a change to simplify the recursive create_object function.
Since most nodes contain only one mesh, there's no point to iterate
through meshes, we just choose the first one available.

Also: despite the fact that our 3d model is flat (no node hierarchy) we
calculate its modelling transformation recursively (as a product of its
local transform with the accumulative transformation of its parent
nodes), this way we can safely replace the models anytime.

6 years agoassign mesh, material to objects
Eleni Maria Stea [Mon, 10 Jul 2017 16:05:31 +0000 (19:05 +0300)]
assign mesh, material to objects

6 years agosubmodules:
Eleni Maria Stea [Mon, 3 Jul 2017 10:31:39 +0000 (13:31 +0300)]
submodules:
https://github.com/jtsiomb/libimago.git
https://github.com/jtsiomb/gph-math.git
were added.

6 years agoadded astyle.sh
Eleni Maria Stea [Mon, 3 Jul 2017 10:29:16 +0000 (13:29 +0300)]
added astyle.sh

6 years agofixed diagram
Eleni Maria Stea [Mon, 3 Jul 2017 08:33:22 +0000 (11:33 +0300)]
fixed diagram

6 years agonotes on the design - will be updated
Eleni Maria Stea [Mon, 3 Jul 2017 08:30:57 +0000 (11:30 +0300)]
notes on the design - will be updated

6 years agofirst git commit: scene, object, mesh, texture, shader, material etc
Eleni Maria Stea [Mon, 3 Jul 2017 07:45:07 +0000 (10:45 +0300)]
first git commit: scene, object, mesh, texture, shader, material etc
started opengl backend + stub vk backend