2 changed files with 48 additions and 29 deletions
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##TODO: |
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- renderer |
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- check over renderer, camera, gooey init after changes |
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- pass in frame time to camera movement functions to decouple speed from framerate |
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- test camera speed when moving with composite vector |
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- may be fixed?? need to test by examining camera position between frames and compare the distance |
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- add 3d orientation widget to gooey |
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- make hashmap grid type |
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- position entities on grid hexes |
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- remove checks for colors, textures from render_group functions |
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- actually cannot remove checks for texture because some meshes aren't loaded properly |
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- maybe can cause loading mesh to fail when more than one mesh per file |
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- figure out bug in fragment shader when removing commented line |
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- move input handling out to new file, controller? |
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- map generation |
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- pathfinding |
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- assimp animation |
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- replace aixlog with custom logging iostream? |
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- think about combining mesh data and render_group data to save some memory |
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- actually don't need to save the vertex/normal buffers after passing to opengl |
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- use a storage pool for assimp meshes allowing reuse across entities |
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- also cache textures from loaded meshes for re-use |
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- replace remaining calls to malloc/free with safe(r) function in util.h |
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##LATER TODO: |
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- add initial opengl constant for INT_MAX, and checks in render_group functions |
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- try out YAML instead of JSON (make sure can still use schema validation) |
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- move from COLLADA output to glTF (GL Transmission Format) https://www.khronos.org/gltf/ |
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- add config.js/yaml for application config (remove some defines everywhere) |
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- maybe try deferred rendering at some point to use a ton of lights |
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- add cpu perforcmace counters in render loop |
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- check for memory leaks w/ valgrind |
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##DONE: |
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- add palette texture colors to hexgrid |
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- map palette index to UV coords for shader in hexgrid render_group |
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- fill hexgrid uv buffer with coordinates |
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- set use_texture to true on hexgrid render_group render_objects |
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- update hgUpdateColorBuffer to change uv buffer instead of color buffer |
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rename function and replace calls |
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- remove current_color/stored_color from hex_info struct |
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- remove uses of these in hexgame.cpp and hexgrid.cpp |
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- re-arrange vertex attributes in shader and render_group to remove color_buffer |
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- update hgUpdateColorBuffer() to use POD instead of gl_buffer |
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- remove color buffer from render_group |
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- implement texturing to reduce the number of meshes generated by assimp from materials (currently creates a sepereate mesh per material) |
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- need to do UV mapping on models, and parse UV data in shader |
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