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path: root/stockton-render/src/draw
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2024-08-25refactor(render): move functions from load into loadertcmal
2024-08-25chore(render): update hal and fix some errorstcmal
2024-08-25feat(render): WIP switch to anyhow for errorstcmal
2024-08-25refactor(render): move to locks rather than unsafe opstcmal
2024-08-25chore(all): remove copyright notices from filestcmal
2024-08-25feat(render): multithreaded texture loadingtcmal
also a bunch of supporting changes
2024-08-25fix(render): dont use deprecated image methodstcmal
2024-08-25chore(all): fix lintstcmal
2024-08-25feat(render): rendy-memory for texturestcmal
unfortunately this involves downgrading gfx-hal
2024-08-25fix(ui): mismatched shader typestcmal
2024-08-25fix(render): use coherent memorytcmal
applies to texture loading and vertex buffers. rather than flushing mapped memory.
2024-08-25feat(render): WIP eGUI integrationtcmal
2024-08-25feat(render): generic and empty texture storestcmal
2024-08-25feat(render): 2D drawing on top of 3D scenetcmal
2024-08-25fix(draw): seperate sync objects and drawing targetstcmal
2024-08-25refactor(draw): take pipeline out as its own structtcmal
2024-08-25feat(draw): attach camera position/settings to entitytcmal
2024-08-25refactor(all): 2018 editiontcmal
2024-08-25chore(all): update copyrighttcmal
2024-08-25chore(render): one last clippy linttcmal
2024-08-25refactor(render): give some functions less argumentstcmal
2024-08-25chore(all): style formatting and clippy fixestcmal
2024-08-25fix(render): destroy shader modules properlytcmal
2024-08-25feat(render): depth buffer and refactorstcmal
2024-08-25refactor(render): docs/comments and error handling for missing texturestcmal
2024-08-25feat(render): drawing with multiple texture arraystcmal
requires faces to be sorted by depth to work properly, which isn't currently happening
2024-08-25test(camera): test for MVP matrix generationtcmal
2024-08-25refactor(all): remove render-quad and optimise importstcmal
2024-08-25feat(render) WIP: textures, using a fixed size texture arraytcmal
currently using an 8 long texture array with seperate samplers. also move to a trait for resolving textures from the bsp file rather than adding them manually. currently stuck with one static implementation though. this means all textures in the file are loaded when the map is. not currently drawing with anything other than the first texture array, so files with >8 textures will fail.
2024-08-25fix(draw): re-order vertex attributes to align properlytcmal
2024-08-25refactor(draw): use macro for buffer attribute descriptionstcmal
2024-08-25refactor(render): remove draw_clear functiontcmal
2024-08-25refactor(render): use push constants for vp matrixtcmal
2024-08-25feat(camera): camera rotation and movement relative to rotationtcmal
2024-08-25fix(render): fix faces being rendered wrong way roundtcmal
2024-08-25feat(levels): coord system types and swizzlingtcmal
the room is now the right way up! yay!
2024-08-25refactor(all): use new traits-based levels everywhere else.tcmal
unfortunately this also starts using an unstable feature - generic_associated_types see rust-lang/rust#44265
2024-08-25feat(render): render bsp w/ culling stubstcmal
2024-08-25feat(render): handle resizing properlytcmal
2024-08-25feat(render): 3D projectiontcmal
2024-08-25fix(render): fix some validation warningstcmal
2024-08-25feat(render): texture storetcmal
2024-08-25feat(render): add size parameter during stagedbuffer creationtcmal
2024-08-25fix(render): fix draw call outside render passtcmal
2024-08-25refactor(render): update gfx-hal and use staging and index buffers.tcmal
also some minor changes to types because of deprecation and a bunch of readability improvements
2024-08-25WIP: update gfx-haltcmal
2024-08-25refactor(render): update gfx-hal and fix compilationtcmal
2024-08-25refactor(render): seperate vertex buffer logictcmal
2024-08-25fix(render): add vulkan context codetcmal
2024-08-25(wip) feat(render): seperate vertexbuffer logictcmal