diff --git a/TODO.md b/TODO.md index b3f6699..39e1e3a 100644 --- a/TODO.md +++ b/TODO.md @@ -1,5 +1,5 @@ -##TODO: +## TODO: - renderer - check over renderer, camera, gooey init after changes - pass in frame time to camera movement functions to decouple speed from framerate @@ -23,7 +23,7 @@ - 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/ @@ -32,17 +32,4 @@ - 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: