ce055339ec
should work - but GL crashes internally somewhere with unlimited allocation of memory
2014-01-20 19:28:02 +01:00
0c1bdad465
window opens .. and crashes! :p
...
No Events handled yet -.-...
2014-01-20 16:11:34 +01:00
c01c776e94
sdl2 (raw) not used due to clash with SDL2 (hsSDL2), packet-dependencies removed until further problems reoccour
2014-01-20 15:03:20 +01:00
91b11497dd
refined deps to install missing .deb-packages on saucy
2014-01-20 14:53:26 +01:00
cf4658a42b
changed dependencies, refined dependencie-script
2014-01-20 14:31:17 +01:00
e56d995958
deleted main, wrote script for non-cabal-dependencies
2014-01-20 14:12:02 +01:00
475bcc107b
removed testfile
2014-01-20 13:51:40 +01:00
2193a0e7fd
added normals to shader
2014-01-06 21:13:58 +01:00
db4d55b811
changed map a bit for testing
2014-01-05 23:26:59 +01:00
0c4ac0a2b2
map now has normals..
2014-01-05 22:37:56 +01:00
22fe07e0f3
viewport scales with window now
2014-01-05 21:26:47 +01:00
61ed20c865
bigger map
2014-01-05 21:09:34 +01:00
8622881a13
Misc movement
...
- Scrollwheel now zooms in/out
- Arrow-Keys now move map correctly
- removed most Debug-Output
2014-01-05 20:23:22 +01:00
a1968ca31a
doh! fragment-shader war rot zu testzwecken -.-
2014-01-05 19:13:27 +01:00
2b2108ab87
merged .. but colors broken..
2014-01-05 19:09:01 +01:00
jbrinkro
df1fdc60d3
finish my work and be thankful! rotation works in special angles so u cant look under the map
2014-01-05 03:38:31 +01:00
tpajenka
ee9a8c455a
Misc: lookAt corrected (previous: transformation standard camera -> local
...
camera, now: transformation local camera -> standard camera)
2014-01-05 02:20:49 +01:00
df9b37429c
cameraaaaaaa -.-
2014-01-04 23:47:07 +01:00
6cc9177082
wiered camera
2014-01-04 17:57:30 +01:00
602b20eb6c
it works...
2014-01-04 16:55:59 +01:00
cde5231e6a
whole map..
2014-01-04 14:20:26 +01:00
f23b4e38fd
color!!!
2014-01-04 14:16:10 +01:00
fd4d2a0d14
TRIANGLEEEEESS!!!!11!!
...
finally.
2014-01-04 14:09:42 +01:00
47de89ca39
here a triangle works -.-
2014-01-04 03:14:44 +01:00
42e7bd65ac
new projection
2014-01-04 03:10:06 +01:00
tpajenka
33b1ec5534
flickering triangle (rendering cube)
2014-01-04 02:53:12 +01:00
7db4bff2e4
moooaaarrr work on triangles ... still nothing
2014-01-04 02:45:13 +01:00
a2c1effb48
all gl-stuff is now Core3.1-compatible
2014-01-03 23:25:59 +01:00
a2214082ca
minor stuff .. STILL NO TRIANGLE -.-
2014-01-03 23:19:39 +01:00
2fc28adfd1
Triiiiangleeeeesss!!!! *narf*
2014-01-03 22:31:01 +01:00
590d720b2a
removed coodinates as they were deprecated
2014-01-03 20:06:45 +01:00
7d201cf216
shaders now compile and link correctly
...
- map still invisible
- frustum defined
- shaders fixed
- attrib-link to shaders fixed
- lookat now generates a frustum-projected look-at matrix
- smaller test-map for debug
2014-01-03 17:46:41 +01:00
e5193fc7c5
Migrated to OpenGL3.x - compiles but renders nothing
...
- added simple shader
- rewrote map to cater BufferArray
- completele rewrote Main
- Split off stuff into Render-Module
- cleaned up .cabal-file to bare minimum
- created RenderObjects for the purpose of moving rendering there
2014-01-03 03:01:54 +01:00
306381c4ed
little cleanup
...
- some formatting
- changed y/z-Coords on Map (y is height now, map is in x/z-plane)
2014-01-02 13:02:01 +01:00
2ff7534ede
wrote some render-functions and shaders
...
- rudimentary vertex and fragment-shader in shaders/..
- created new Render-Module (unfinished and untested)
2014-01-02 03:35:38 +01:00
673a0f786a
rewriting to OpenGL4.3
...
- rewrote Map to generate Triangles for glBindBuffer
- Coordinates is not longer used AFTER the change but generates
Data until change is complete
- Size of Map in VRAM is sizeof(float)*(vert)*9 with vert = 2nm - n - m + 1
* 3 float coordinats
* 3 float color
* 3 float normal
yielding about 13.5mb VRAM for 500x500-Map
2014-01-02 03:05:35 +01:00
35f1a09d13
No shadows anymore - but shadow-map is correct
2014-01-01 21:58:43 +01:00
448bb7ac73
Shadows!!! But awful looking...
2014-01-01 21:26:54 +01:00
fbcce8f715
added design-folder
...
- explanatory Map-Design with layers
- added free Font wich can render really small (8pt - no AA)
2014-01-01 20:34:06 +01:00
7110d9404b
Scene renders better now
...
- Enabled BackCulling
- Wrote shadow-mapping-functions
- temp. changed to flat-shading for better distinction
- defined Tiles CCW for BackCulling
2014-01-01 20:32:35 +01:00
e1cad5786e
removed debug-output
2013-12-29 18:32:10 +01:00
f3b218c44e
Movement works now.
...
- Movement works. Keys are read out by KeyCode
thus independent from Keyboard-Layout
On a normal quertz-layout they map like so:
* e, s, d, f for movement
* r, w for rotation
* space/caps for up/down
2013-12-29 18:18:18 +01:00
55a873022b
fixed map
...
- map is now displayed correctly
- camera is adjusted
- created ProgramState as TVar for concurrent reading/writing
2013-12-29 14:39:01 +01:00
14ce8c5986
added light properly to scene
2013-12-29 06:12:25 +01:00
65934809d5
added primitive map-render
...
- added primitive map-template
- window now renders correctly
- height-calculation is still a bit off
2013-12-29 06:03:32 +01:00
8bca5a82df
made code compile
2013-12-29 01:23:02 +01:00
ae1ac08a6a
Merge branch 'master' of pwning.de:/pioneers
2013-12-29 01:05:03 +01:00
47788b4ef0
started work on Coordinate-System for the Map
2013-12-29 01:05:01 +01:00
jbetzend
1c07d1ed64
added module
2013-12-29 01:02:52 +01:00
f23ef3cadb
small changes
...
more reference:
http://www.haskell.org/haskellwiki/Gtk2Hs/Demos/GtkGLext/terrain.hs
2013-12-23 00:56:34 +01:00