- Apr 29, 2018
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Halvor Smedås authored
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Halvor Smedås authored
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Halvor Smedås authored
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JonShard authored
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JonShard authored
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Halvor Smedås authored
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Halvor Smedås authored
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JonShard authored
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Halvor Smedås authored
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Halvor Smedås authored
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Halvor Smedås authored
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Halvor Smedås authored
reassigning material every draw call to allow for meshes with the same shader to have different materials
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Halvor Smedås authored
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Halvor Smedås authored
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JonShard authored
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JonShard authored
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JonShard authored
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JonShard authored
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- Apr 28, 2018
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Halvor Smedås authored
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Halvor Smedås authored
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Halvor Smedås authored
Updated skybox to shader to make the rendering relative to the camera position, meaning you are allways in the right position relative to the world
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JonShard authored
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JonShard authored
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JonShard authored
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Halvor Smedås authored
Added cursorlocking to the view, infinite movementgit add .git add .! (alt tab or esc to exit the mode)
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Halvor Bakken Smedås authored
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Jonas Johan Solsvik authored
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Jonas Johan Solsvik authored
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Halvor Smedås authored
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Jonas Johan Solsvik authored
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Jonas Johan Solsvik authored
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Halvor Smedås authored
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Halvor Smedås authored
Added skybox sample, reverted use of packed UV coords, now we use 32 bit instead of 16, ie. both axes use 16 bit precicion
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Jonas Johan Solsvik authored
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Jonas Johan Solsvik authored
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JonShard authored
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JonShard authored
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Jonas Johan Solsvik authored
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JonShard authored
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