mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 09:21:36 +00:00
TODO lists: because speaking to oneself is awesome.
git-svn-id: https://svn.eduke32.com/eduke32@668 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
e2db8921e2
commit
d62d9ddaed
1 changed files with 33 additions and 19 deletions
|
@ -1,24 +1,38 @@
|
|||
// here lies the GREAT JUSTICE RENDERER
|
||||
// TODO :
|
||||
// - recursive drawrooms with cliplane stack (support for full portal engine with occlusion queries)
|
||||
// - crossed walls (tier drops stones)
|
||||
// - skies
|
||||
// - mirrors
|
||||
// - fullbright (multitexture OR)
|
||||
// - masks and sprites ! (use sortcnt and regular drawmask or recode it ?)
|
||||
// - classic shading
|
||||
// --------------------- CLASSIC LIMIT ---------------------
|
||||
// - mdsprites (tags)
|
||||
// - lights (dynamic phong)
|
||||
// - dynamic shadowmaps
|
||||
// - normalmap palette (unified gpu program, parallax mapping)
|
||||
// - shadow volumes
|
||||
// - hardware particles
|
||||
// - multitextured decals ? (on models too)
|
||||
// --------------- FIRST PUBLIC RELEASE LIMIT --------------
|
||||
// - horizon mapping (precalculate the horizon maps and store them into the gl cache ?)
|
||||
// - post processing ([HDR-]bloom and possibly DOF)
|
||||
// - MD5 (hardware skinning ?)
|
||||
// - CORE STUFF
|
||||
// o put all the sector/wall geometry in VBOs
|
||||
// o optimize the update[sector|wall] functions to diff the changes
|
||||
// o make occlusion queries every n frames (cvar)
|
||||
// o there's still a texture alignment problem with slopes (waterfall in launch facility)
|
||||
// o there's also the texture alignment problem Hunter reported (san andreas fault)
|
||||
// o port glowmaps and detail maps from hacked polymost (:(
|
||||
// o shading needs a lot of work
|
||||
// o make the portal smaller
|
||||
// o one-way walls and masks
|
||||
// o remove all the IM matrix crap and write real functions now that it works
|
||||
// o polymer.c possibly needs to be split in several source files
|
||||
// o some crap really needs factorization
|
||||
// o ... possibly more important stuff I don't have in mind right now
|
||||
// - SPRITES
|
||||
// o stop using IM
|
||||
// o stop using Get for every face sprite (do the calculation by hand)
|
||||
// o port sprite panning and fullbrights from hacked polymost (:(
|
||||
// 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_
|
||||
# define _polymer_h_
|
||||
|
|
Loading…
Reference in a new issue