- Timestamp:
- Apr 12, 2019, 3:22:33 PM (6 years ago)
- Branches:
- feature/imgui-sdl, master, points-test
- Children:
- 14e6918
- Parents:
- c4c205e
- File:
-
- 1 edited
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- Unmodified
- Added
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TODO.txt
rc4c205e ra9d191a 16 16 ========== 17 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 -Show the fps in a gui component instead of printing it to the console19 18 20 19 NEW DONE … … 22 21 -Move buffer memory allocation code into populateBuffers() 23 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 24 25 25 MAJOR TASKS TODO 26 26 ================== 27 27 -Figure out why rendering doesn't work on the Windows laptop 28 -Implement lasers29 28 30 29 MAJOR TASKS DONE … … 34 33 -I don't think ImGui would work with SFML 35 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
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