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2.5 KiB

##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