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3c37cd030b
Use iota crate
2020-02-17 02:31:52 +00:00
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c4d6243d15
🚨 Fix clippy warnings
2020-02-17 02:09:13 +00:00
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a41eb8b969
Switch to glDrawRangeElements
2020-02-17 02:03:53 +00:00
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1cc363f8d5
Removing test which no longer passes
2020-02-17 02:01:40 +00:00
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e2b14f3dfb
♻️ Pull out shader source code to text files
2020-02-17 02:00:41 +00:00
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af4ef579c1
RenderableModel is now using VBOs.
...
And I made the sky model use RenderableModel, so there are no unsafe blocks
in the main file now.
2020-02-17 01:53:50 +00:00
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0e0e3f833a
🚧 RenderableModel uses an index buffer now
2020-02-17 01:27:57 +00:00
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5def012e85
Didn't end up adding GPU buffers, but I made the RenderableModel class.
...
This class clones all the data from iqm::Model that's needed to draw
a mesh / model safely, so I can draw it without unsafe. It can be
upgraded mostly in-place to use GPU buffers later on.
2020-02-17 01:22:05 +00:00
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c415e9ed80
🚧 checkpoint before adding GPU buffers
2020-02-17 00:32:52 +00:00
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d45b95961e
♻️ Safened all GL calls except those that actually do access arbitrary memory.
2020-02-16 23:49:38 +00:00
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c6f71abbca
♻️ More safening
2020-02-16 23:48:26 +00:00
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09ce9ab580
♻️ Make more safe wrappers
2020-02-16 23:44:01 +00:00
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963b344122
♻️ Extract GLES functions that are trivially safe
2020-02-16 23:32:35 +00:00
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6b9b2a4e93
Move main.rs to pumpkin.rs
2020-02-16 23:24:33 +00:00
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ad7b52c0bf
♻️ Extract file.rs
2020-02-16 23:21:32 +00:00
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94f963bca6
♻️ Extract get_attribute_locations
2020-02-16 23:18:23 +00:00
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22e15530bf
Add .gitignore
2020-02-16 23:14:59 +00:00
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88e58d5677
♻️ extract get_uniform_locations
2020-02-16 23:14:28 +00:00
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358e139c9c
♻️ Extract texture.rs and add forgotten shader.rs
2020-02-16 23:07:32 +00:00
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593784917e
♻️ Extract timestep.rs
2020-02-16 22:58:45 +00:00
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f8ceec6b9f
🚨 Fix clippy warnings
2020-02-16 22:56:35 +00:00
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ffcb2c114d
♻️ Remove now-redundant Iqm* and iqm_* prefixes from names
2020-02-16 22:41:24 +00:00
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c3473b9507
♻️ Extract iqm.rs
2020-02-16 22:38:34 +00:00
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b98a4f09d3
Was gonna make that jet fighter game but then didn't
2020-02-16 22:33:31 +00:00
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2e98f3eeda
Extract TimeStep
2020-01-26 00:54:16 +00:00
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34cb79bef0
Factor out ControllerState and WorldState
2020-01-26 00:41:59 +00:00
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ab03d50a2f
Extract point_to_model
2020-01-26 00:31:26 +00:00
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71400eb4ff
Add arrow key spinnies
2020-01-17 23:18:08 -06:00
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8426d3d5b8
Add readme
2020-01-17 22:53:44 -06:00
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a2e1206e49
Commit the sky asset to Git for now, I guess.
2020-01-18 04:22:48 +00:00
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9a1e43700d
Add textured sky sphere
2020-01-15 03:45:47 +00:00
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b82b39c8d2
Lighting is decent enough
2020-01-13 04:07:56 +00:00
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aa36fddb09
Got the stem
2020-01-12 19:10:58 +00:00
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a1911141e1
Pumpkin is lit af but stem isn't drawing yet
2020-01-12 18:46:16 +00:00
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9e03a9cbec
Rendering mesh
2020-01-09 03:55:44 +00:00
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5687dff5db
Loading mesh metadata
2020-01-09 03:15:41 +00:00
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52e1b71038
Parsing a few header fields from nom
2020-01-09 00:27:46 +00:00
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8b25b2fadd
Sending the IQM file into nom
2020-01-09 00:18:12 +00:00
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90484feee5
Remember how to use nom and Cargo tests
2020-01-08 23:58:36 +00:00
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05eca4840f
LOTS of unsafe later... got my black triangle.
2020-01-07 05:50:20 +00:00
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bfeb111b14
Bit of a snag that Rust doesn't use nul-terminated strings. This is
...
necessary for Rust's slices to be internally consistent, but it means
a slight FFI hitch when working with C. I have to say I take Rust's
side - Strings without a size have been considered a security smell
for a while now.
2020-01-06 02:19:41 +00:00
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dfecbdd4fb
Shader class... appears to work
2020-01-06 01:57:34 +00:00
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952b924425
Aha! OpenGL! And Rust!
2020-01-06 01:25:17 +00:00