diff --git a/src/main.cpp b/src/main.cpp index b300990..0e46976 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -14,6 +14,30 @@ #define UTIL_IMPLEMENTATION #include "util.h" +/* +* === TODO: === +* - work on cleaner interface for initEntity and loadScene... +* - full lighting model +* - test complex entities +* - node animations... +* +* === TODONE: === +* - don't allocate Asset structure on asset arena +* - store on RenderState as reference +* - store asset arena to asset structure +* - condense get_X_ByPath functions with assetLoad functions +* - move to asset interface +* - load diffuse texture automatically when loading a model +* - move entity structure and functions to new file? +* - load diffuse texture into OpenGL, and store GLTexture structure onto +* GLContext +* - need a cache algorithm starting in initEntity() +* - check for GLTexture by path hash +* - load texture into gl if not cached +* - pass result GLTexture to loadGLMesh() +* - update loadScene function with textured models, and test texture loading +*/ + struct SDLHandles { @@ -248,7 +272,6 @@ loadScene(RenderState* rs) shader_program* s_debug = getShaderByName("debug", rs->gl_ctx); if (!s_default || !s_debug) return false; - // TODO: full lighting model model* tex_cube = getModelByPath(&rs->assets, "../data/textured_cube.gltf"); assert(tex_cube != nullptr); const mesh& texmesh = tex_cube->meshes[0];