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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plagman 2008-03-30 11:43:24 +00:00
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// here lies the GREAT JUSTICE RENDERER // here lies the GREAT JUSTICE RENDERER
// TODO : // TODO :
// - recursive drawrooms with cliplane stack (support for full portal engine with occlusion queries) // - CORE STUFF
// - crossed walls (tier drops stones) // o put all the sector/wall geometry in VBOs
// - skies // o optimize the update[sector|wall] functions to diff the changes
// - mirrors // o make occlusion queries every n frames (cvar)
// - fullbright (multitexture OR) // o there's still a texture alignment problem with slopes (waterfall in launch facility)
// - masks and sprites ! (use sortcnt and regular drawmask or recode it ?) // o there's also the texture alignment problem Hunter reported (san andreas fault)
// - classic shading // o port glowmaps and detail maps from hacked polymost (:(
// --------------------- CLASSIC LIMIT --------------------- // o shading needs a lot of work
// - mdsprites (tags) // o make the portal smaller
// - lights (dynamic phong) // o one-way walls and masks
// - dynamic shadowmaps // o remove all the IM matrix crap and write real functions now that it works
// - normalmap palette (unified gpu program, parallax mapping) // o polymer.c possibly needs to be split in several source files
// - shadow volumes // o some crap really needs factorization
// - hardware particles // o ... possibly more important stuff I don't have in mind right now
// - multitextured decals ? (on models too) // - SPRITES
// --------------- FIRST PUBLIC RELEASE LIMIT -------------- // o stop using IM
// - horizon mapping (precalculate the horizon maps and store them into the gl cache ?) // o stop using Get for every face sprite (do the calculation by hand)
// - post processing ([HDR-]bloom and possibly DOF) // o port sprite panning and fullbrights from hacked polymost (:(
// - MD5 (hardware skinning ?) // o draw all opaques first, keep translucent for later with masks
// o need smart PolygonOffset for floor and wall sprites
// - SKIES
// 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)
// o implement polymost skyboxes
// - MIRRORS
// o figure out how to get mirror data from game
// o unified mirror transformation (not just walls)
// - MDSPRITES
// o need to reimplement them - hopefully the loader can be reused without too much hassle
// o need full translation and rotation support from CON to attach to game world or tags
// o need to put frames into VBOs and blend between them
//
// the renderer should hopefully be pretty solid after all that
// the rest will be a bliss :)
#ifndef _polymer_h_ #ifndef _polymer_h_
# define _polymer_h_ # define _polymer_h_