Patrick Walton
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dafb18fd1d
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Allow custom SVGs to be opened in the mesh debugger
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2017-09-20 12:01:46 -07:00 |
Patrick Walton
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914179763d
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Improve the mesh debugger in various ways
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2017-09-19 22:27:31 -07:00 |
Patrick Walton
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0e9a59088c
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Implement bare-bones support for debugging SVG meshes
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2017-09-19 20:19:53 -07:00 |
Patrick Walton
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a5b0e9bf9a
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Allow different glyphs to be selected in the mesh debugger
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2017-09-19 17:36:12 -07:00 |
Patrick Walton
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6642cc7aa4
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Limit how far the user can zoom the camera out
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2017-09-13 13:30:26 -07:00 |
Patrick Walton
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65eecbf071
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Don't allow the user to zoom in so far that we run out of space in the glyph atlas
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2017-09-12 22:32:18 -07:00 |
Patrick Walton
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3dd1d73f81
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Start the camera centered on the text in the text demo
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2017-09-11 16:07:11 -07:00 |
Patrick Walton
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bd3536d058
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Simplify a couple of getters in the mesh debugger
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2017-09-11 11:22:06 -07:00 |
Patrick Walton
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57374e9f30
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Add all four sides of the Mozilla Monument to the 3D demo
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2017-09-07 19:01:55 -07:00 |
Patrick Walton
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e34ca3d3e4
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Stub support for multiple text frames
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2017-09-07 16:13:55 -07:00 |
Patrick Walton
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7de664e4a9
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Implement some rudimentary text layout for the 3D demo
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2017-09-06 22:11:32 -07:00 |
Patrick Walton
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7360a41a60
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Factor camera logic into a separate object in preparation for the 3D demo
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2017-09-02 12:14:10 -07:00 |
Patrick Walton
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444e7bbf96
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Use the Citardauq Formula in the partitioner as well as the shader to avoid precision problems.
Addresses the issue with the Nimbus Sans "o" mentioned in #24.
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2017-09-01 23:45:51 -07:00 |
Patrick Walton
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632202e5eb
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Implement a basic mesh debugger
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2017-09-01 22:29:05 -07:00 |
Patrick Walton
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1eb1bb5343
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Stub a mesh debugger app
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2017-09-01 18:11:44 -07:00 |