source:
opengl-game/TODO.txt@
b155f13
Last change on this file since b155f13 was 5c02ddd, checked in by , 7 years ago | |
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Rev | Line | |
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[1a530df] | 1 | DEBUGGING |
2 | ========== | |
3 | -Read the sections about shader debugging, starting from line 59 | |
4 | ||
[e856d62] | 5 | TODO |
[1a530df] | 6 | ========== |
[e856d62] | 7 | -Change the logger class to use cout instead of printf. Consider how easy variable argument support would be. |
8 | -Change all error messages to use the logger class so they get printed to the log file as well. | |
9 | -Make sure fullscreen works correctly on OSX. Check the book to see how to handle Retina Display. | |
10 | -Add code to allow for resizing/maximizing the window | |
[5c02ddd] | 11 | -Check the book's "Printing Parameters from the GL Context" to output a bunch of OpenGL context params |
[e856d62] | 12 | -Move some common functions into a Utils class |
13 | ||
14 | DONE | |
[1a530df] | 15 | ========== |
[0d5c100] | 16 | -Print a warning if texture images don't have sizes of 2^x |
17 | -Fix the texture-mapping code to not flip the texture upside down. | |
18 | ||
19 | NEW TODO | |
20 | ========== | |
21 | -Unbind buffers (by binding to 0) once I'm done using them. This will help catch errors faster where I'm using a different buffer than I expect. | |
22 | -Show the fps in a gui component instead of printing it to the console | |
23 | ||
[5c02ddd] | 24 | NEW DONE |
[0d5c100] | 25 | ========== |
26 | -Move buffer memory allocation code into populateBuffers() | |
[5c02ddd] | 27 | -Go through the large design comment blocks and clean them up. Turn them into documentation for the code that's been written since I wrote the designs. |
28 | ||
29 | MAJOR TASKS TODO | |
30 | ================== | |
31 | -Figure out why rendering doesn't work on the Windows laptop | |
32 | -Investigate switching to SFML, i.e. create a simple demo of SFML with OpenGL and ImGui | |
33 | -Implement lasers | |
34 | ||
35 | MAJOR TASKS DONE | |
36 | ================== |
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