Laura Klünder
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73f27300ca
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save all mesh coordinates as mm-ints to avoid floating point errors
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2017-11-14 02:49:02 +01:00 |
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Laura Klünder
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5929603a13
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save top, side and bottom faces seperately and allow ommiting some of them
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2017-11-14 01:01:13 +01:00 |
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Laura Klünder
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e26d5c0c0f
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scale and offset within vertex_shader
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2017-11-10 19:11:42 +01:00 |
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Laura Klünder
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cfbe7c07f6
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some linter stuff
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2017-11-10 02:19:58 +01:00 |
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Laura Klünder
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f8302ab0ef
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only render bases if Engine is_3d
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2017-11-10 00:27:37 +01:00 |
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Laura Klünder
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b18ea92a9b
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STLEngine
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2017-11-09 21:00:20 +01:00 |
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Laura Klünder
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2a62795e4a
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weird scaling is only for OpenGL, not all 3D in general
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2017-11-09 20:56:16 +01:00 |
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Laura Klünder
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288e0fd9d6
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don't flatten. keep triangles.
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2017-11-09 20:18:42 +01:00 |
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Laura Klünder
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b2da4df1c4
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keep triangles together in base 3d engine
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2017-11-09 20:04:25 +01:00 |
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Laura Klünder
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c365debfba
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HybridGeometry.difference() aka access restrictions in map rendering
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2017-11-09 17:29:19 +01:00 |
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Laura Klünder
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0d7e5fec75
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save polyhedrons to LevelRenderData and render OpenGL in 3D
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2017-11-09 16:15:10 +01:00 |
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