source: opengl-game/TODO.txt@ 5527206

feature/imgui-sdl points-test
Last change on this file since 5527206 was 0d5c100, checked in by Dmitry Portnoy <dmp1488@…>, 6 years ago

Create a populateBuffers() function to encapsulate populating all the OpenGL data buffers using for rendering objects in the scene given a list of those objects.

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[1a530df]1DEBUGGING
2==========
3-Read the sections about shader debugging, starting from line 59
4
[e856d62]5TODO
[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-Check the book's "Printing Parameters from the GL Context" to output a bunch of OpenGL context params
11-Add code to allow for resizing/maximizing the window
12-Move some common functions into a Utils class
13
14DONE
[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
19NEW 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
24New DONE
25==========
26-Move buffer memory allocation code into populateBuffers()
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.
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