Browse Source

update TODO list

master
cinnaboot 8 years ago
parent
commit
4d7c9d4dd5
  1. 20
      src/hexgame.cpp
  2. 1
      src/renderer.h

20
src/hexgame.cpp

@ -1,22 +1,24 @@
/*******************************************************************************
* TODO:
* - renderer
* - move hexgrid buffer functions from renderer to hexgrid
* - move hex functions from hexgame.cpp to hexgrid
* - add prefix to interface function names for eg) gooey.h, renderer.h
* - check over renderer, camera, gooey init after changes
* - pass in frame time to camera movement functions to decouple speed from framerate
* - attempt to fix bug with starting camera xform
* - test camera speed when moving with composite vector
* - may be fixed?? need to test by examining camera position between frames
* and compare the distance
* - add 3d orientation widget to gooey
* - lighting
* - test adding more lights
*
* - 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
* - move renderer globals to render_state object
* - map generation
* - pathfinding
* - assimp animation
* - replace aixlog with custom logging iostream?
* - fix vector normalization in renderer.cpp when moving in 2 directions
* - may be fixed?? need to test by examining camera position between frames
* and compare the distance
* - add prefix to interface function names for eg) gooey.h, renderer.h
* - move hex logic to new file (hexgrid.h) to leave only init glue in a main.cpp
* - move SDL input callbacks somewhere too?
* - think about combining mesh data and render_group data to save some memory
* - actually don't need to save the vertex/normal buffers after passing
* to opengl

1
src/renderer.h

@ -38,7 +38,6 @@ struct render_state
render_group* debug_render_group;
rg_shader_program default_shader;
// TODO: testing lighting
rg_point_light* lights = nullptr;
uint num_lights = 0;
uint max_lights = 0;

Loading…
Cancel
Save