9120b385c4
remove old "Mesh" class
2020-03-10 22:45:58 -04:00
63692ced17
class names to PascalCase
2020-03-10 15:25:37 -04:00
d29fc033df
break render apart into multiple files
2020-03-10 14:11:13 -04:00
b504e5b7c3
vao pointer helper
2020-03-10 13:49:38 -04:00
54ea5dbd53
buffer mesh working
2020-03-10 13:33:32 -04:00
a0803a3727
stash
2020-03-10 08:04:36 -04:00
099d26c03a
back to original colors
2020-03-10 01:06:17 -04:00
c5ad4597ce
per-primitive coloring
2020-03-10 01:01:55 -04:00
c345e54d02
slices working, broken colors
2020-03-10 00:38:38 -04:00
ebcab7118d
remove test
2020-03-09 20:29:06 -04:00
8dd37de01e
binding test
2020-03-09 19:35:07 -04:00
edfe8947a6
tweaking program pipeline construction
2020-03-09 01:06:42 -04:00
bb7dcfd47d
tweak shader alias names
2020-03-09 00:49:00 -04:00
219c3f9e32
mode template for shader, shaderprogram, type aliases
2020-03-09 00:32:12 -04:00
e56896db9b
tweak raii shader constructors
2020-03-09 00:16:30 -04:00
0c4a6f5eff
use raii buffer
2020-03-09 00:10:14 -04:00
5d030ffe65
using raii shaders
2020-03-09 00:00:52 -04:00
75ba1af437
update readme images, tweak shader initialization order
2020-01-30 18:51:06 -05:00
e953f0e13d
display slice and wireframe simultaneously
2020-01-30 18:40:15 -05:00
f8cd839c94
add clear/swap at initialization to prevent linux screen buffer issue on debug
2020-01-30 15:32:20 -05:00
3e15fa48da
cleanup
2020-01-28 23:39:49 -05:00
cbedab2cb8
some results, but holey, not sure why
2020-01-28 23:26:01 -05:00
31fa8e86a9
generics don't crash, but don't work either
2020-01-28 23:18:16 -05:00
b7eda9e75c
put pulsing back
2020-01-28 19:17:48 -05:00
40ccdabeb2
make combo_iterator more std::iterator-y
2020-01-28 19:15:40 -05:00
3c629d6423
separate vao for each kind of slice
2020-01-28 16:23:14 -05:00
c8955335e2
remove offset from slicing shader
2020-01-28 13:00:15 -05:00
88fbe7c9ad
slices working; broken orientation
2020-01-28 00:03:09 -05:00
794bf15d7f
use program pipelines instead
2020-01-27 18:51:55 -05:00
53aa778446
fix orientation
2020-01-27 18:16:21 -05:00
Jacob
6b03b7d9be
Implement triangulate (like 95% sure it's right) - memoized
...
Modify recontext to reorient in special cases
Move reorient as Simplexes method
Changes in geomtest and memotest to test triangulate and memoization for triangulate
2020-01-25 21:32:17 -05:00
Jacob
12b8191987
Add dynamic rotations (in 4d)
...
Make simplexes argument to geometry generation functions const
Setup really cool looking parameters
2020-01-22 02:09:45 -05:00
Jacob
7c43713fa0
Add scaled reflect
...
Main changed to use tile instead of edge_inds
Other changes to main for visualizations
2020-01-20 19:41:48 -05:00
59eec32628
replace barycentric coordinates for dem
2020-01-17 10:50:25 -05:00
8d76c1672d
re-ad rotation
2020-01-16 21:23:57 -05:00
04566bc179
disable rotation for demo screenshot
2020-01-16 21:17:04 -05:00
0408ecd5c4
add edge drawing, stereographic geometry shader for handling curved projections
2020-01-12 12:07:35 -05:00
437dae0205
duplicate scene from polytopia
2020-01-11 22:13:41 -05:00
214f54fe89
add basic 4d rotation matrix utility
2020-01-10 16:09:01 -05:00
9989933853
load shaders from files.
2020-01-10 15:59:23 -05:00
eec9c0b0d8
allow higher dimensions in mirror solver
2020-01-08 23:43:40 -05:00
fb33a78718
working on memoization
2020-01-08 22:03:35 -05:00
cee667d1b3
decomposing "build" into reusable steps. raise is still broken.
2020-01-07 19:47:41 -05:00
7f73604075
starting new triangulation technique. verified working with edges.
2020-01-07 16:27:35 -05:00
050475b66b
fix type
2020-01-07 14:38:31 -05:00
d34d3e6af5
first attempt at a general triangulation algorithm
2020-01-07 14:37:41 -05:00
4d4ef45956
some more opengl boilerplate
2020-01-04 20:48:18 -05:00
624edb3bbb
point generation working; still needs broken into functions though.
2020-01-04 15:01:33 -05:00
d602837659
break apart into modules; add vendor dependencies; add OpenGL boilerplate to get started
2020-01-04 01:30:19 -05:00