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TODO lists: because speaking to oneself is awesome.
git-svn-id: https://svn.eduke32.com/eduke32@668 1a8010ca-5511-0410-912e-c29ae57300e0
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// here lies the GREAT JUSTICE RENDERER
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// here lies the GREAT JUSTICE RENDERER
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// TODO :
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// TODO :
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// - recursive drawrooms with cliplane stack (support for full portal engine with occlusion queries)
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// - CORE STUFF
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// - crossed walls (tier drops stones)
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// o put all the sector/wall geometry in VBOs
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// - skies
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// o optimize the update[sector|wall] functions to diff the changes
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// - mirrors
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// o make occlusion queries every n frames (cvar)
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// - fullbright (multitexture OR)
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// o there's still a texture alignment problem with slopes (waterfall in launch facility)
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// - masks and sprites ! (use sortcnt and regular drawmask or recode it ?)
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// o there's also the texture alignment problem Hunter reported (san andreas fault)
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// - classic shading
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// o port glowmaps and detail maps from hacked polymost (:(
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// --------------------- CLASSIC LIMIT ---------------------
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// o shading needs a lot of work
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// - mdsprites (tags)
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// o make the portal smaller
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// - lights (dynamic phong)
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// o one-way walls and masks
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// - dynamic shadowmaps
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// o remove all the IM matrix crap and write real functions now that it works
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// - normalmap palette (unified gpu program, parallax mapping)
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// o polymer.c possibly needs to be split in several source files
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// - shadow volumes
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// o some crap really needs factorization
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// - hardware particles
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// o ... possibly more important stuff I don't have in mind right now
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// - multitextured decals ? (on models too)
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// - SPRITES
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// --------------- FIRST PUBLIC RELEASE LIMIT --------------
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// o stop using IM
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// - horizon mapping (precalculate the horizon maps and store them into the gl cache ?)
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// o stop using Get for every face sprite (do the calculation by hand)
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// - post processing ([HDR-]bloom and possibly DOF)
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// o port sprite panning and fullbrights from hacked polymost (:(
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// - MD5 (hardware skinning ?)
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// o draw all opaques first, keep translucent for later with masks
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// o need smart PolygonOffset for floor and wall sprites
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// - SKIES
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// o figure a better way to handle ART skies - maybe add symetric caps that would fade to black like a big gem or something wow this is a long column lol ;0)
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// o implement polymost skyboxes
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// - MIRRORS
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// o figure out how to get mirror data from game
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// o unified mirror transformation (not just walls)
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// - MDSPRITES
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// o need to reimplement them - hopefully the loader can be reused without too much hassle
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// o need full translation and rotation support from CON to attach to game world or tags
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// o need to put frames into VBOs and blend between them
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//
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// the renderer should hopefully be pretty solid after all that
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// the rest will be a bliss :)
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#ifndef _polymer_h_
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#ifndef _polymer_h_
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# define _polymer_h_
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# define _polymer_h_
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