source: opengl-game/TODO.txt@ a9d191a

feature/imgui-sdl points-test
Last change on this file since a9d191a was a9d191a, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 6 years ago

Fix the buffer resizing algorithm for model groups (this fixes the laser rendering issue)

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1TODO
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
10DONE
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
15NEW 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
19NEW 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
25MAJOR TASKS TODO
26==================
27-Figure out why rendering doesn't work on the Windows laptop
28
29MAJOR 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
37STEPS TO SWITCH OFF OF GLOBAL VBOS
38===================================
39
401. Remove buffer re-assignment when creating shader model groups
412. Inside populateBuffers, check for the object type and resize all buffers of that type (will eventually do this in a loop)
423. In copyObjectData, set vertex_vbo_offset for the object type only using numPoints, not vbo_base
434. in renderScene, change the glDrawArrays call to use an offset of 0
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