Explosion billboards now rendered facing right ...
Increased sea framebuffer size
Wider variety of explosions, these are set up i...
Cleaned up code to remove compilation warnings
face culling disabled when drawing reflected ships
Including additional ships
Bugfixes
Now using reflection uniform to decide if to re...
Lighting now done from correct angle when refle...
Reflections are now (I think) correct.
Added a comment
Extracting reflection uniform from ship shader
Moved code setting up reflection rendering into...
Mergin' in graphics changes
Mergin' graphics changes made in new_ships
Put submarine above surface of the water
Added margin so ships bases have a reflection, ...
Added culling with sea plane for ship shader wh...
Merging in new models
removed unused variables
Set transparent cursor pixels to black, this lo...
Fixed some bugs with the sea shader, as a resul...
Finished implementing mouse driven motion
Motion can now be performed by bringing the cu...
Scroll wheel can now be used to zoom
Added a custom cursor image (which can be turne...
Finished implementing ship selection (I hope)
Loading a player to be the active player
Colouring selection box based on player colour
Ship selection now considers the player of the ...
Returning to perspective projection so unprojec...
A selection box is now rendered
Added click and drag
Refactored code slightly
Tidied up warnings
Line size scales with view distance
Disabled Polygon blending, should have fixed ro...
Switch to cmake
Switch to cmake
We now use cmake
Explosions are being rendered, they do not currently produce smoke, they produce...
The ships "body", The Gun Turrets and the ships wake can all be rendered Smoke has...
The branch windows build builds on windows in visual studio given the correct DLLs....
clicking clears selection list unless shift is ...
Printing framerate is now enabled via xml
Standardising the colours against flag colours
Selection now respects ship rotation
Parsing click events (button up) from SDL
Clicking works intermittently
added untested code to check if a point lies ab...
Clicking to select now works
Loading size into the ship types, and drawing b...
Added base to dreadnought
Finished adding a base to the Agincourt
tweaked values in earlier code
sorted code into functions for clarity
Depth testing for surf now not a hack
Added Agincourt with a solid base sothe outline...
Stensil test used so that outline is drawn over...
Added a new shader for doing coloured lines
Added player type holding id and colour
All models now appear as if they are selected
Rough windows build, requires DLLs to be present
Time taken for sea to loop now specified in con...
Sea parameters now loaded from config
Added the capacity to load hex digits to the xm...
Added a library for the loading of materials
Checking memory is actually allocated for perli...
loading the sea colours from xml
Loading framebuffer size from config
Clamping texture index correctly
Finished adding shaders : )
Tidied up shaders, and have made scale a uniform
Sea now stretches to infinity
New sky texture
Added back in a tiny bit of high frequency noise
Fixed lighting
Added missing includes
Removed higherst frequency noise, watter is gla...
Better reflections
tweaks to reflection
Mirroring now works
Rendering the sea from a framebuffer, still hav...
Addded faintly weak reflections, this needs work
Tweeked colours, and changed texture size for c...
First attempt at bump mapping
Added missing includes
Switched height map to normal map, and added sh...
Fixed directional thing up somewhat
Added a slight ammount of direction to the noise
Switched over to 3D perlin noise
Got to something which looks tenuously like the...
Moved perlin functions into a seperate directory
Added single octave perlin noise to the sea
Removed unused variables
There is now a separate shader for the sea
Added function to load shaders from xml attributes
Code now uses shaders, coloring of polygons is ...
Merging in new ships
switched to high res models