[e856d62] | 1 | TODO
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[1a530df] | 2 | ==========
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[e856d62] | 3 | -Change the logger class to use cout instead of printf. Consider how easy variable argument support would be.
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[bae0911] | 4 | - What I really need to do is completely refactor the logger class to return an ofstream to the logger file
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| 5 | and use streaming to send output to it. The log file can be closed in the destructor.
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[e856d62] | 6 | -Add code to allow for resizing/maximizing the window
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[bae0911] | 7 | - Doesn't seem to be necessary on OSX anymore, check that in works on Window and Linux, including removing
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| 8 | the window title bar in fullscreen mode and bringing it back in windowed mode
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[5c02ddd] | 9 | -Check the book's "Printing Parameters from the GL Context" to output a bunch of OpenGL context params
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[e856d62] | 10 | -Move some common functions into a Utils class
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| 11 |
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| 12 | DONE
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[1a530df] | 13 | ==========
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[0d5c100] | 14 | -Print a warning if texture images don't have sizes of 2^x
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| 15 | -Fix the texture-mapping code to not flip the texture upside down.
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[c55614a] | 16 | -Make sure fullscreen works correctly on OSX. Check the book to see how to handle Retina Display.
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[bae0911] | 17 | -Change all error messages to use the logger class so they get printed to the log file as well.
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[0d5c100] | 18 |
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| 19 | NEW TODO
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| 20 | ==========
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| 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.
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| 22 |
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[5c02ddd] | 23 | NEW DONE
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[0d5c100] | 24 | ==========
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| 25 | -Move buffer memory allocation code into populateBuffers()
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[5c02ddd] | 26 | -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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[a9d191a] | 27 | -Show the fps in a gui component instead of printing it to the console
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[5c02ddd] | 28 |
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| 29 | MAJOR TASKS TODO
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| 30 | ==================
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| 31 |
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| 32 | MAJOR TASKS DONE
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[9f9f9a7] | 33 | ==================
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| 34 | -Investigate switching to SFML, i.e. create a simple demo of SFML with OpenGL and ImGui
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| 35 | -The SFML graphics module requires the compatibility profile, which on OSX is only available for OpenGL < 3.0
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| 36 | -I don't think ImGui would work with SFML
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[1e3dddf] | 37 | -When the time comes, maybe just try using the networking and audio components of SFML
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[a9d191a] | 38 | -Implement lasers
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[e6bc0f4] | 39 | -Figure out why rendering doesn't work on the Windows laptop
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[a9d191a] | 40 |
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| 41 | STEPS TO SWITCH OFF OF GLOBAL VBOS
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| 42 | ===================================
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| 43 |
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| 44 | 2. Inside populateBuffers, check for the object type and resize all buffers of that type (will eventually do this in a loop)
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[c55614a] | 45 |
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| 46 | STEPS TO SWITCH OFF OF GLOBAL VBOS DONE
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| 47 | ========================================
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| 48 |
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| 49 | 1. Remove buffer re-assignment when creating shader model groups
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[a9d191a] | 50 | 3. In copyObjectData, set vertex_vbo_offset for the object type only using numPoints, not vbo_base
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[e6bc0f4] | 51 | 4. in renderScene, change the glDrawArrays call to use an offset of 0
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| 52 |
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| 53 | LONGTERM TODO
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| 54 | ==============
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| 55 |
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| 56 | - Switch from IMGUI to Allegro
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| 57 | - Correctly align UI elements when the window is resized |
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