2 changed files with 48 additions and 29 deletions
@ -0,0 +1,48 @@ |
|||||||
|
|
||||||
|
##TODO: |
||||||
|
- renderer |
||||||
|
- check over renderer, camera, gooey init after changes |
||||||
|
- pass in frame time to camera movement functions to decouple speed from framerate |
||||||
|
- 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 |
||||||
|
- make hashmap grid type |
||||||
|
- position entities on grid hexes |
||||||
|
- remove checks for colors, textures from render_group functions |
||||||
|
- actually cannot remove checks for texture because some meshes aren't loaded properly |
||||||
|
- maybe can cause loading mesh to fail when more than one mesh per file |
||||||
|
- figure out bug in fragment shader when removing commented line |
||||||
|
- move input handling out to new file, controller? |
||||||
|
- map generation |
||||||
|
- pathfinding |
||||||
|
- assimp animation |
||||||
|
- replace aixlog with custom logging iostream? |
||||||
|
- 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 |
||||||
|
- use a storage pool for assimp meshes allowing reuse across entities |
||||||
|
- also cache textures from loaded meshes for re-use |
||||||
|
- replace remaining calls to malloc/free with safe(r) function in util.h |
||||||
|
|
||||||
|
##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/ |
||||||
|
- add config.js/yaml for application config (remove some defines everywhere) |
||||||
|
- maybe try deferred rendering at some point to use a ton of lights |
||||||
|
- 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 |
||||||
Loading…
Reference in new issue