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581656568b
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Debug options: Stop moving light, camera and cubes.
F1 to have free camera
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2026-02-23 22:05:46 -05:00 |
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3277624ec2
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Support lighting using a graphics buffer that is kep open!
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2026-02-23 19:24:57 -05:00 |
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a781facd48
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Factorized Push Data
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2026-02-22 15:54:09 -05:00 |
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1e1ec84fa1
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Added normals to vertexdata
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2026-02-22 15:21:35 -05:00 |
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a7947bfa17
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Made MeshRenderer able to take a matrix transform for each mesh, and we are now able to draw 100 cubes.
Claude OPus helpes with implementation
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2026-02-21 23:27:27 -05:00 |
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87831d0fd6
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Added basic concept of Mesh
Right now can create a quad or a cube.
Need a mesh renderer taht keep the buffer and all to optimally handle the mega buffer.
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2026-02-15 17:44:48 -05:00 |
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8d29fbd111
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Refactored dx12 to use c++ versions of the api and not C + various tweaks (using antigravity + gemini)
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2026-01-20 22:11:41 -05:00 |
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bfd042abbf
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Added:
- Depth buffer
- Debug display basics
- Basic vector + matrix maths
Made partially with gemini + antigravity
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2026-01-11 22:07:38 -05:00 |
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8a23ae72fe
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Part generated by gemini with antigravity.
Converted to bindless first step
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2026-01-11 17:54:57 -05:00 |
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b5c72649db
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Conversion to use Fastbuild + -Wall and warning as errors. WIP
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2026-01-06 21:33:15 -05:00 |
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da203c80f3
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Finished first version of shader compiler. HLSL -> DXIL.
Submitting vertex and frag shader needed to display a triangle.
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2025-03-08 22:36:15 -05:00 |
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