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update TODO

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cinnaboot 8 years ago
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      TODO.md

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TODO.md

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##TODO:
## TODO:
- renderer
- check over renderer, camera, gooey init after changes
- pass in frame time to camera movement functions to decouple speed from framerate
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- also cache textures from loaded meshes for re-use
- replace remaining calls to malloc/free with safe(r) function in util.h
##LATER TODO:
## LATER TODO:
- add initial opengl constant for INT_MAX, and checks in render_group functions
- try out YAML instead of JSON (make sure can still use schema validation)
- move from COLLADA output to glTF (GL Transmission Format) https://www.khronos.org/gltf/
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- add cpu perforcmace counters in render loop
- check for memory leaks w/ valgrind
##DONE:
- add palette texture colors to hexgrid
- map palette index to UV coords for shader in hexgrid render_group
- fill hexgrid uv buffer with coordinates
- set use_texture to true on hexgrid render_group render_objects
- update hgUpdateColorBuffer to change uv buffer instead of color buffer
rename function and replace calls
- remove current_color/stored_color from hex_info struct
- remove uses of these in hexgame.cpp and hexgrid.cpp
- re-arrange vertex attributes in shader and render_group to remove color_buffer
- update hgUpdateColorBuffer() to use POD instead of gl_buffer
- remove color buffer from render_group
- implement texturing to reduce the number of meshes generated by assimp from materials (currently creates a sepereate mesh per material)
- need to do UV mapping on models, and parse UV data in shader
## DONE:

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