show tile borders when pressing v. implemented using push constants.
Once again, comes as advertised.
Ramblings about hobbyist game development
show tile borders when pressing v. implemented using push constants.
Once again, comes as advertised.
add floor tile type state hash
Now that we actually have more than one tile type make sure the renderer knows when to update things.
render objects centred around the middle of a tile, not at its corner
That makes it look a lot less weird.
actually render different floor tile types
This completes the support of multiple tile types. Let there be floor.
remove debugging output and do no longer access indices that corrupt the heap
Once again, this one comes as advertised.
– clean ups
– begin support for rendering of different tile types (WiP)
– add some temporary debugging output
Starts support for drawing multiple floor tile types, this also means starting support for concatenating floor textures into one and upload it to the GPU as a sprite.
…and it initialise the state hashes properly.
– move to smart pointers wherever reasonably possible
– initialise member variables in class defintions where reasonably possible
– use a crude way to actually render object elevations properly
– take the elevation back into consideration when drawing the floor
This adds a whole bunch of shared_ptrs. A lot.
Brings back the height element when drawing the floor (and its height map).
draw the floor clockwise, as the vertices are defined. create a (for now functionally identical) fragment shader for the floor. temporarily disable the height component when drawing the floor
This also adds a specific fragement shader in addition to the floor vertex shader. Also, as sated in the commit message this changes the direction in which the indices are drawn to make things more readable.
As a free extra this also added a Windows batch file for compiling the shaders in addition to the UNIX/Linux shell script. This does not do match more than make the shader compiler run without any conditions or variables.
make it compile (on my) windows, fix a bug when destroying the vulkan renderer
Some CMake trickery to make OLives compile on Windows, but it makes some assumptions about the path of the project, so clearly this is just a stop-gap solution.
Also, this fixed a crash when shutting down OLives.
Happy New Year!
wait for the right queue to finish when using hardware that has a dedicated graphics queue
Fewer crashes by having better queue synchronisation, as we (implicitly) have more than one type of work queue on systems with a dedicated GPU.