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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-28 15:47:30 +01:00
Commit Graph

77 Commits

Author SHA1 Message Date
maj00r
69980b5540 perf(editor): the top view draws the terrain lighter: the cells of its grid some 16 pixels across, not 10, the chunks streamed only as far as the screen reaches, not the range of the 3D view, and the cube map of the reflections not made anew while it's shown, nothing in it reflecting
On test2 at an extent of 300 m: 55 chunks in place of 106, 204 thousand triangles of the terrain in place of 895 thousand (all drawn 0.82 million in place of 2.34), the GPU 1.46 ms a frame in place of 2.33, and 3.6 ms of the CPU less a frame for the reflections. The 3D view stays as it was; the range of 50 km of the tracks work area in 3D cost nothing measurable on l053. Selftest perf logs the chunks of the terrain, their triangles and the steps of their grids.
2026-10-24 19:23:01 +02:00
maj00r
5e846018b6 feat(editor): far out the top view shows the base map of OpenStreetMap from geoportal.gov.pl in place of the imagery, tiles as large as the view needs, the ground not drawn under it nor streamed as far as the view; the tracks over it in the colour of the rails, blue by default, and the joints of the pieces left out far out 2026-10-23 13:35:07 +02:00
maj00r
a892532fda feat(editor): the top view draws the tracks whole, without the ballast or the rails alone, in a colour of their own over the imagery and the map: both rails close up, one line further out; a choice by the extent and in the View menu, kept in the settings 2026-10-23 13:20:06 +02:00
maj00r
4512ed4e0b fix(editor): guard the places where the editor could crash outright
Found with an address and undefined behaviour sanitizer build, random
monkey sessions on the test sceneries and broken inputs:

- A deleted model left its pointer in the pick list of the renderer, the
  bound node of the panels, the bindings of the infrastructure and the
  selection: the next pick or panel frame read freed memory. The renderer
  forgets it, and one erase_model does the cleaning for all the places
  which deleted a model by hand.
- The plan band of a route read the vertex before the first one in the
  frame a drag was let go.
- A scenery which can't be opened goes back to the launcher with the
  reason in the log, a track of an unknown type or a tributary loads as
  a normal track or a river with a message, and a spline with no finite
  length or step gets a sane number of segments.
- Typed numbers which aren't (NaN, inf, ends 0 m or 1000 km apart, a
  vector of 1e30, a diverging track part of 5 km, a curve threshold of 0,
  a zero history size, radius norms below zero) are refused or clamped,
  where they made the geometry run away or divide by zero.
- Folders which can't be read and file names which aren't valid in the
  locale no longer throw out of the scans of sceneries, textures, sweeps,
  roads and signal plates; the scans skip them.
- The launcher: Ctrl+Del with no trainset selected, a dropped vehicle
  whose skin is gone and a text with a percent sign.
- A terrain mesh made for another resolution of its chunk isn't put into
  the chunk, and a slot is reused only for a mesh of the same size.
- Vehicles on a track changed by the editor are moved over a copy of the
  list they leave.
- The table of the keyboard shortcuts gives its stretched column a
  weight, else ImGui divides 0 by 0 in the first frame of the window.
2026-10-21 08:42:29 +02:00
maj00r
8903d15b94 fix(editor): a track dragged around no longer piles copies of its geometry up in the graphics memory
The geometry of a track made anew, ten times a second while it's
dragged, only forgot the chunks it had: the bank kept them all, so the
buffer of the section grew by the whole track and its neighbours each
time and was sent to the gpu in full again. Ten rebuilds of a test
scenery took the bank from 2 to 29 MB; a long session would run the
card out of memory. The old chunks are erased from the bank now, but
for those of a moving nose, laid again in place, and a moved traction
wire drops its old one too.

A chunk swapped for one without the extra vertex data kept the flag of
having it and the upload read from an empty array; the buffer is made
again when that changes.
2026-10-21 08:41:50 +02:00
maj00r
d1dbd40566 feat(editor): the top view of the tracks draws the terrain to the corners of the screen, the ballast optional
- In the top view of the tracks work area, the renderer's reach is the half diagonal of the screen. It used to be three extents, which cut wide windows short.
- Cells far from the camera no longer draw only their tracks: the terrain shapes are drawn too. Models keep their own ranges.
- In that view, the heightmap streamer loads chunks as far as the corners, up to 50 km. The detail comes from the size of a pixel, not from the distance.
- The walk over the chunks around the camera is skipped while it would ask for nothing, so a wide reach costs little.
- A setting, kept in the editor settings, leaves out the ballast of the railway in the top view, so the ground under the tracks shows. It is in the View menu and next to the extent slider.
- Self-test: ortho <extent> [noballast|ballast], orthophoto off.
2026-10-19 17:10:27 +02:00
maj00r
d25f20a56c feat(track): 3D sleepers and switch timbers, blade heel and throw from templates, one rail carving pass
- sleepers3d / sleepers3dplain / sleepers3dbed in eu07.ini: timbers put together from the begin, main and end parts of a model
  and stretched to their length, plain sleepers of their own model; tracks whose plain sleepers would touch are laid as one
  cluster, lines of timbers led by priority and turned to the bisectors of frogs and crossings at a limited rate, whole timbers
  under crossings, split ones between tracks with room to part them, gaps filled per rail and overlaps shortened or dropped;
  clusters worked out in a background thread while driving, on demand in the editor
- the ballast can be left out under the beams (sleepers3dbed no)
- blades get their heel and throw from the switch template or blades <heel> <throw> in the scenery; blades of double switches
  run on into the track linking them to the next switch
- rail cutting at frogs, wing rails, movable noses and switch crossings done by one carving pass (RailCarve)
- tint of the rail treads applied to the colour only, without the matte band at the frog
- a switch trailed through with a movable nose set the other way derails the vehicle
- self-tests: sleepercheck, sharedzones, beamsnear, throw, sleepersbg
2026-10-17 23:32:43 +02:00
maj00r
7100cec12f feat(track): the texture of a shared running surface blends into the texture of the rail it lies on: 2 cm on each side of the boundary both are drawn in tinted variants of their materials that fade per vertex into the mean colour of the two treads, sampled from the texture files, so the edge of the wheels of the other track leaves a soft band instead of a line 2026-10-17 23:28:41 +02:00
maj00r
9448bd8c70 feat(track): where two rails share a running surface it takes the texture whose running surface is brighter; the brightness is read from the texture file over the u range of the rail head top, the shared parts are the block of crossing grooved rails, the nose of an acute frog from its tip to the end of the V, the through rail across a wide or grooved crossing, the frog of a switch, and the stock rails of a switch with frogs up to half the blade length where the blade grows to a full head 2026-10-17 23:28:41 +02:00
maj00r
7e1b2c553c feat(renderer): a matte variant of a material for the parts of rails no wheel rolls on: it lights the same maps as weathered steel, with the weathering scaled per vertex by userdata, so a polished running surface fades into unused steel without a bright stripe; the cut faces of rails are drawn in it in an extra pass 2026-10-17 23:28:41 +02:00
jerrrrycho
8125166690 Fix/sonar reliability security (#205)
* fix(sonar): addressing reliability/security issues

* fix(sonar): addressing reliability/security issues

* fix(sonar): addressing reliability/security issues

* fix(sonar): addressing last reliability/security issues

* fix(sonar): addressing last reliability/security issues

* fix(sonar): addressing last reliability/security issues

* refactor(sonar): imgui update

* refactor(sonar): hasChar revert
2026-10-11 15:31:45 +02:00
jerrrrycho
6263fe539b Fix/sonar maintainability rebased (#209)
* refactor(sonar): use override instead of redundant virtual (cpp:S3471)

* refactor(sonar): remove empty statements, one declaration per statement (cpp:S1116, cpp:S1659)

* refactor(sonar): drop redundant lambda return types (cpp:S3574)

* refactor(sonar): prefer using over typedef (cpp:S5416)

* refactor(sonar): use =default for trivial special members (cpp:S3490)

* refactor(sonar): use nullptr literal (cpp:S4962)

* refactor(sonar): remove redundant access specifiers (cpp:S3539)

* refactor(sonar): remove redundant casts (cpp:S1905)

* refactor(sonar): use std::scoped_lock instead of std::lock_guard (cpp:S5997)

* refactor(sonar): construct elements in place with emplace_back (cpp:S6003)

* refactor(sonar): make narrowing conversions explicit (cpp:S5276)

* refactor(sonar): mark unused parameters (cpp:S1172)

Unused names are commented out; parameters used only on some platforms
are marked [[maybe_unused]].

* refactor(sonar): declare non-mutating member functions const (cpp:S5817)

Virtual functions are left untouched so overrides keep matching.

* refactor(sonar): merge collapsible nested if statements (cpp:S1066)

Comments that preceded the inner if are kept above the merged statement.

* refactor(sonar): scope single-use variables in if init-statements (cpp:S6004)

* fix(sonar): give polymorphic base classes virtual destructors (cpp:S1235)

* refactor(sonar): use try_emplace for map insertion (cpp:S6030)

* refactor(sonar): use auto where the type is spelled out on the right (cpp:S5827)

* refactor(sonar): remove redundant parentheses (cpp:S1110)

* refactor(sonar): document intentionally empty functions (cpp:S1186)

* refactor(sonar): remove dead stores (cpp:S1854)

Side effects (e.g. LISTLINE++) are kept.

* refactor(sonar): remove unused variables, captures and private fields (cpp:S1481, cpp:S1068)

* refactor(sonar): use structured bindings for pair access (cpp:S6005)

* refactor(sonar): use range-based loops and ranges algorithms (cpp:S5566)

* refactor(sonar): split chained assignments (cpp:S1121)

* refactor(sonar): add default cases to switch statements (cpp:S3562)

* refactor(sonar): use std::size for array lengths (cpp:S7127)

* refactor(sonar): use std::ranges algorithms and std::erase(_if) (cpp:S6197)

* refactor(sonar): access static members through the class (cpp:S2209)

* refactor(sonar): add braces around nested if-else (cpp:S5261)

* refactor(sonar): avoid side effects inside typeid operands (cpp:S5279)

* refactor(sonar): drop top-level const from by-value return types (cpp:S5951)

* refactor(sonar): declare variables separately from their type definitions (cpp:S3646)

* refactor(sonar): declare loop counters in the for statement (cpp:S5955)

* refactor(sonar): rely on class template argument deduction (cpp:S6012)

* refactor(sonar): inherit base constructors instead of forwarding them (cpp:S5952)

* refactor(sonar): rename locals that shadow outer declarations (cpp:S1117)

Only local variables and definition parameters are renamed; shadowing
struct fields and enumerators in headers are left for a separate change.

* refactor(sonar): reduce enum qualification with using enum (cpp:S6177)

Applied only where no unqualified name in the block could be captured by
the introduced enumerators.

* refactor(sonar): mark converting constructors explicit (cpp:S1709)

sound_source and the gl::object conversion operators stay implicit; they
are relied upon by copy-list-initialisation and GL calls.

* refactor(sonar): initialise members in initialiser lists or declarations (cpp:S3230)

* refactor(sonar): make read-only local references and pointers const (cpp:S5350)

* refactor(sonar): take read-only pointer and reference parameters as const (cpp:S995)

TTrain command handlers keep their signature, it is fixed by the handler table.

* refactor(sonar): pass expensive-to-copy parameters by const reference (cpp:S1238)

Signatures declared in files touched by PR 206 (Driver.h, EU07.cpp) and
virtual overrides are left unchanged.

* refactor(sonar): use transparent comparators for string-keyed maps (cpp:S6045)

std::unordered_map instances and map types exposed in headers used by
other modules are left as they are.

* fix(sonar): do not use UI text as a printf format string (cpp:S5281)

Text lines containing '%' would otherwise be interpreted as format
specifiers by ImGui::TextColored.

* refactor(sonar): use std::bind_front for callbacks (cpp:S5995)

* refactor(sonar): drop const_cast on string literals passed to the Python C API (cpp:S859)

* refactor(sonar): take read-only string parameters as std::string_view (cpp:S6009)

The Windows messaging helpers keep std::string, they need c_str().

* refactor(sonar): make read-only global tables const (cpp:S5421)

Mutable global state (flags, timers, singletons) is left as is.

* refactor(sonar): replace single-case switch statements with if (cpp:S1301)

* refactor(sonar): format UUIDs and log timestamps with std::format (cpp:S6494, cpp:S5945)

* refactor(sonar): use std::array for local fixed-size arrays (cpp:S5945)

Arrays that are class members or part of headers are left unchanged.

* fix(sonar): test the bearing damage bit, not bit 0 (cpp:S872)

'DamageFlag & dtrain_bearing > 0' parsed as 'DamageFlag & (dtrain_bearing > 0)',
i.e. DamageFlag & 1, so bearing friction reacted to the wrong damage flag.

* refactor(sonar): assorted small fixes

- empty() instead of size() comparisons (cpp:S1155)
- member initialisers in declaration order (cpp:S3229)
- no redundant c_str() when a std::string is accepted (cpp:S7121)
- contains() on associative containers (cpp:S6171)
- const reference instead of a copying range-for (cpp:S6032)
- starts_with() for prefix checks (cpp:S6178)
- no std::move on temporaries (cpp:S5274)
- has_value() on std::optional (cpp:S7172)
- bool literals for bool members (cpp:S5820)
- inline only on the definition (cpp:S3548)
- explicit base access specifier (cpp:S5965)
- explicit element access instead of dereferencing an array (cpp:S7116)
- rely on the C++20 rewritten operator!= (cpp:S6186)

* refactor(sonar): more small fixes

- std::format instead of iostream manipulators in to_string/to_hex_str (cpp:S6495);
  output verified identical, negative hex values keep the unsigned form
- remove an empty compound statement (cpp:S108)
- drop an always-false unsigned < 0 branch (cpp:S1768)
- explicit lambda capture (cpp:S3608)
- std::make_unique (cpp:S5950)

* chore: strip stray carriage returns left in TTrain constructor comments

* fix: keep quantize() in its own value type

The S5276 change cast the result of the generic quantize<Type_>() to
unsigned int, which truncated float/double callers (shadow angle slider,
editor rotation snapping, AI speed control steps) and broke negative values.

* fix(sonar): use integer loop counters in segment sampling (cpp:S2193)

* refactor(sonar): clean up issues reported on PR 209

- remove locals left unused after the dead-store cleanup (cpp:S1481, cpp:S1854)
- unnamed unused parameter (cpp:S1172)
- single-use declarations moved into if init-statements (cpp:S6004)
- auto for casted initialisers (cpp:S5827)
- const references and pointers where nothing is modified (cpp:S5350)
- rename structured bindings shadowed by inner declarations (cpp:S1117)
2026-10-11 13:22:33 +02:00
7b9eaf1ccb Editor terrain: area fill with blurred or sharp edge, texture rotation 2026-10-10 17:35:52 +02:00
8cd0bab27b Editor terrain: texture browser, undo, conversion from terrain files
- Terrain work mode shows a browser of the textures folder in place of the
  node bank; textures/materials can be dragged onto the palette entries
  (replacing the material), the material field and the water material field
- Ctrl+Z/Ctrl+Y for heightmap terrain changes: a brush stroke or an
  operation is one step of the editor history
- Ground conversion reads only the files of the terrain directives
  (.txtf with origin/rotate, or .btf without text), paints the chunks with
  the materials of the triangles, drops only the shapes of those files
- Fix: ground grids converted out-of-range floats to int, so whole-scene
  queries returned the triangles of a single cell (shifted chunks)
- Fix: terrain layers copied from textures already uploaded without their
  data stayed grey
- Fix: ImGui ID conflict between terrain tool radios and section headers
- Fix: layers of terrain .txtf files named with the scenery/ prefix and
  could not be saved
- Editor selftest commands for the terrain
2026-10-09 23:39:26 +02:00
35bda3778c Heightmap terrain: .tch chunk packs, streaming with LOD, terrain painting, water and modifiers - terrain/<name>/terrain.yaml + <px>_<pz>.tch packs of 16x16 chunks (250 m, 0.5/1/2/5 m spacing), slices with crc-32 and optional zstd (vendored zstd 1.5.6 in ref/zstd) - heightmap_terrain [name] endheightmap_terrain directive replaces editorterrain - streamer: worker threads, camera + look-ahead loading, geomipmap LOD with skirts, pooled geometry - mat_terrain shader: up to 8 painted layer materials per chunk via texture arrays (opengl33); other renderers fall back to the dominant material - water bodies (outline + level), terrain modifiers (vertical profile shaping kept non-destructive) - F11 Terrain work mode rebuilt: chunks, sculpt, smooth, paint, point spacing, water tools 2026-10-09 21:02:25 +02:00
maj00r
e910615bf6 removed draw limit in track editor 2026-10-09 15:37:23 +02:00
9b0e88db7a feat(editor): node bank shows the entries as cards with the previews of their models (Previews, size of the cards 48-256 px, kept in eu07_editor.ini), in the groups and with the search as the list; images found by the names the preview generator gives them, worked out by the same code now (editor/editorPreviews: path of the model and skin, numbers of entries with the same ones in the order of nodebank.txt), read and scaled down in a thread of their own, uploaded a few in a frame, at most 512 kept, read anew on Reload node bank; images of the user interface made by the gl renderers (Create_Image/Release_Image of the imgui renderer, srgb in the modern one); Polish translation 2026-10-08 23:55:56 +02:00
344034ec70 feat(ui): imgui 1.91.9b-docking in place of 1.73: local changes of the backends carried over (glad as the gl loader, srgb and gamma of the ui, gles glsl string), BufferingBar/Spinner kept, imgui_tables in cmake; cursor position, cursor enter and focus of the main window passed to the glfw backend, which works with events now; code adapted to the api: ImGuiListClipper::Begin, BeginListBox, ImTextureID as an integer, ImageButton with an id, ImGuiKey without GetKeyIndex, logarithmic sliders in place of the removed power argument; ImGuizmo with the math operators defined before imgui.h and SetNextFrameWantCaptureMouse 2026-10-08 20:38:13 +02:00
e661b9f1c7 feat(editor): -generate-nodebank-previews mode: png previews of the node bank models, or of the entries given with -entries, drawn offscreen and without a window by the full renderer: square, -resolution 1024 by default, the model in perspective from the front, side and above, fitted to the image less -margin pixels (64 by default) on white background, lit, with materials and with self shadows unless -no-shadows; saved in textures/previews/nodebank under the path of the model with the skin; software rendering of mesa when the graphics driver gives no gl 3.3 or with -software 2026-10-08 18:52:51 +02:00
917c8f7285 Merge branch 'master' into feat/modern-editor 2026-10-08 17:44:58 +02:00
28b4e57133 feat(loading): optional background loading: sound files decoded by worker threads (sound.asyncload), data of dds textures read by worker threads (gfx.textures.streaming), gl textures of vehicles farther than a multiple of the draw range released (gfx.textures.releasedistance); all off by default 2026-10-08 16:17:46 +02:00
e335b89fcb perf(tracks): geometry of neighbouring tracks of a cell which share the material drawn together, with one material bind and one upload of model data; chunks of the same geometry bank sent to the gpu in a single multi draw call 2026-10-07 17:13:32 +02:00
398fdac6a1 perf(instancing): instances of scene cells culled by copies of their bounds kept with the buckets, before the instances themselves are fetched; instances past the range of the lod stages of their model left out; identity of the instance buffer restored once per bucket instead of after each batch 2026-10-07 16:29:15 +02:00
bc99b80191 perf(reflections): environment map drawn one face per frame from the place the update began at, the first update in one go; cells beyond the range of reflected instances left out; time of the reflection pass in the renderer statistics; tracks skipped in shadow passes no longer counted as drawn 2026-10-07 16:17:13 +02:00
maj00r
978b99b7e5 feat(scenery): models laid along curves (sweep nodes), bent to follow the paths or repeated along them, loaded and saved with the scenery; trainsets put on a path while the simulation runs; trainset turned around by reversed after its header: the first vehicle stays at the offset and leads towards point 1, the rest stands behind it; launcher keeps reversed trainsets and can turn one around; memory cells saved with the new name of the path they name; events tell their targets and the events of a multiple event; renderer tells whether the cursor is over a surface; vehicle placed in the editor entered when the driving goes on 2026-10-06 22:19:32 +02:00
jerrrrycho
79bd0c8e91 fix(sonar): addressing reliability/security issues (#202) 2026-10-04 20:00:13 +02:00
maj00r
e69601dfa0 Structure gauge: no red highlight of the intruding triangles 2026-10-04 02:27:52 +02:00
maj00r
b0c363b586 feat: structure gauge along the line of the selected path in the OpenGL view 2026-10-04 01:27:41 +02:00
maj00r
fc195880e1 refactor(editor): one place for the orthographic projection of the editor view 2026-10-04 00:52:14 +02:00
pawelw
51521a135a Text displays: accept characters above 127, in windows-1250 or utf-8 (#198)
* Text displays: accept characters above 127, in windows-1250 or utf-8

A text display (sub-model of type "text") looks up the sub-model of each character
in a 256 entry table, and indexed it with a plain char. With char being signed, any
character above 127 gave a negative index: reading the text went outside the table,
and so did filling the table if a character sub-model had such a name. In effect the
displays could only show ASCII, and a text with national characters could crash.

The lookup is now keyed by unicode code point. Both the displayed text and the names
of the character sub-models are decoded as utf-8 if they are valid utf-8, and as
windows-1250 otherwise, so legacy (ansi) sceneries and models work next to utf-8
ones, and the two can be mixed. A short ansi text can be valid utf-8 by accident
(two upper case accented letters in a row will do); when both readings are possible
the one which finds more of its characters in the model is used.

The rest is unchanged: the first character of the text still isn't displayed, the
characters are still drawn in the translucent pass only. A missing text pointer no
longer gets dereferenced.

* Text displays: prepare the characters once for each text

The sequence of character sub-models was cached for the last text only, so
displays of several instances drawn in turn decoded their texts again on
every draw. It is now kept for each text the display shows; the texts of the
instances don't change, so a draw costs a single lookup.

Also the comments added in the renderers are now in English.

* Text displays: move the text decoding to utilities

utf8_to_utf32() and win1250_to_utf32(), with the windows-1250 table, now sit
next to win1250_to_utf8(). The existing function maps only the Polish letters
and passes other bytes above 127 through, so it can't serve the displays.

* Text displays: address the SonarCloud findings

std::array instead of the C-style arrays, the utf-8 sequence length worked
out in a function of its own instead of nested conditional operators,
std::byte for the bit operations, std::ranges::count_if and contains().
The character loop of the renderers moved to Render_Alpha_text(), which
takes the nesting back to the limit, and the static pasText is accessed
through the class.
2026-10-03 12:05:32 +02:00
maj00r
78c4b9f6df feat(editor): add orthographic top view toggle 2026-10-03 02:41:34 +02:00
maj00r
e46fe6d06c refactor(track): reusable segment init, geometry rebuild, cell removal 2026-10-03 02:41:30 +02:00
jerrrrycho
06fc3915f4 fix(renderer): guard replacable skin lookup and light colour access (#200) 2026-10-02 21:19:16 +02:00
09e02a75a7 Merge pull request #195 from MaSzyna-EU07/fix/instancing
Improve instancing rendering speed
2026-10-01 20:18:19 +02:00
jerrrrycho
06078ddab9 fix: other sonar sast fixes (#193) 2026-10-01 13:30:25 +02:00
d670c4b116 perf(instancing): skip models without shadow casters in shadow passes 2026-10-01 12:57:33 +02:00
2130d175e9 perf(instancing): cache instance rotation and group lod bands linearly 2026-10-01 12:43:07 +02:00
20f536f05e fix(instancing): keep batches correct after load-time classification 2026-10-01 11:51:41 +02:00
jerrrrycho
f05b58b0e9 Revert "fix: yet other sonar sast fixes"
This reverts commit 403a6d1f9f.
2026-10-01 08:01:23 +02:00
jerrrrycho
403a6d1f9f fix: yet other sonar sast fixes 2026-10-01 07:58:28 +02:00
b67bbb19e6 Merge pull request #188 from MaSzyna-EU07/feat/dynobj-seasonal-models
seasonal model variants for vehicle exterior model
2026-09-28 21:21:49 +02:00
jerrrrycho
176427f96b refactor: sonar c++20 changes (#185) 2026-09-28 21:08:15 +02:00
551f6dbc3b seasonal model variants for vehicle exterior model 2026-09-28 20:49:18 +02:00
jerrrrycho
8fbb482350 feat(materials): texture randomization for loads
* feat(materials): texture randomization for loads
2026-09-27 00:09:16 +02:00
Sebastian Krzyszkowiak
c58d218fe7 opengl33renderer: Don't render stars with strong fog (#134)
Stars aren't currently affected by fog. Band-aid it and don't render them
at all when fog is stronger than 500m.
2026-07-15 21:48:27 +02:00
Sebastian Krzyszkowiak
fdc9ea7099 opengl33renderer: Brighten up the clouds
With tonemapping, clouds need to stand out above 1.0 to reach proper
white levels.

Note that this should get disabled if tonemapping isn't used, in case
it's made properly configurable in the future.
2026-06-30 05:42:55 +02:00
Sebastian Krzyszkowiak
f2a7cc4f98 opengl33renderer: Adjust sun intensity based on overcast 2026-06-30 01:56:39 +02:00
5a39ed5193 ImGuizmo System OpenGL 2026-06-17 01:19:59 +02:00
1aac9b4e76 Merge pull request #111 from MaSzyna-EU07/opengl-instancing
Some rendering improvements
2026-06-16 23:09:12 +02:00
c0abea1473 Merge pull request #109 from docentYT/fix-compilation-warnings
Fix compilation warnings
2026-06-16 11:14:25 +02:00