| 1 | TODO | 
|---|
| 2 | ========== | 
|---|
| 3 | -Change the logger class to use cout instead of printf. Consider how easy variable argument support would be. | 
|---|
| 4 | -Change all error messages to use the logger class so they get printed to the log file as well. | 
|---|
| 5 | -Make sure fullscreen works correctly on OSX. Check the book to see how to handle Retina Display. | 
|---|
| 6 | -Add code to allow for resizing/maximizing the window | 
|---|
| 7 | -Check the book's "Printing Parameters from the GL Context" to output a bunch of OpenGL context params | 
|---|
| 8 | -Move some common functions into a Utils class | 
|---|
| 9 |  | 
|---|
| 10 | DONE | 
|---|
| 11 | ========== | 
|---|
| 12 | -Print a warning if texture images don't have sizes of 2^x | 
|---|
| 13 | -Fix the texture-mapping code to not flip the texture upside down. | 
|---|
| 14 |  | 
|---|
| 15 | NEW TODO | 
|---|
| 16 | ========== | 
|---|
| 17 | -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. | 
|---|
| 18 |  | 
|---|
| 19 | NEW DONE | 
|---|
| 20 | ========== | 
|---|
| 21 | -Move buffer memory allocation code into populateBuffers() | 
|---|
| 22 | -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. | 
|---|
| 23 | -Show the fps in a gui component instead of printing it to the console | 
|---|
| 24 |  | 
|---|
| 25 | MAJOR TASKS TODO | 
|---|
| 26 | ================== | 
|---|
| 27 | -Figure out why rendering doesn't work on the Windows laptop | 
|---|
| 28 |  | 
|---|
| 29 | MAJOR TASKS DONE | 
|---|
| 30 | ================== | 
|---|
| 31 | -Investigate switching to SFML, i.e. create a simple demo of SFML with OpenGL and ImGui | 
|---|
| 32 | -The SFML graphics module requires the compatibility profile, which on OSX is only available for OpenGL < 3.0 | 
|---|
| 33 | -I don't think ImGui would work with SFML | 
|---|
| 34 | -When the time comes, maybe just try using the networking and audio components of SFML | 
|---|
| 35 | -Implement lasers | 
|---|
| 36 |  | 
|---|
| 37 | STEPS TO SWITCH OFF OF GLOBAL VBOS | 
|---|
| 38 | =================================== | 
|---|
| 39 |  | 
|---|
| 40 | 1. Remove buffer re-assignment when creating shader model groups | 
|---|
| 41 | 2. Inside populateBuffers, check for the object type and resize all buffers of that type (will eventually do this in a loop) | 
|---|
| 42 | 3. In copyObjectData, set vertex_vbo_offset for the object type only using numPoints, not vbo_base | 
|---|
| 43 | 4. in renderScene, change the glDrawArrays call to use an offset of 0 | 
|---|