source: opengl-game/TODO.txt@ 155a7cf

feature/imgui-sdl points-test
Last change on this file since 155a7cf was e6bc0f4, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 6 years ago

Add a callback for the window resize event

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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-Add code to allow for resizing/maximizing the window
6-Add logic to make imgui element placement depedent on the window size so it works in fullscreen
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-Make sure fullscreen works correctly on OSX. Check the book to see how to handle Retina Display.
15
16NEW TODO
17==========
18-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.
19
20NEW DONE
21==========
22-Move buffer memory allocation code into populateBuffers()
23-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.
24-Show the fps in a gui component instead of printing it to the console
25
26MAJOR TASKS TODO
27==================
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-Figure out why rendering doesn't work on the Windows laptop
37
38STEPS TO SWITCH OFF OF GLOBAL VBOS
39===================================
40
412. Inside populateBuffers, check for the object type and resize all buffers of that type (will eventually do this in a loop)
42
43STEPS TO SWITCH OFF OF GLOBAL VBOS DONE
44========================================
45
461. Remove buffer re-assignment when creating shader model groups
473. In copyObjectData, set vertex_vbo_offset for the object type only using numPoints, not vbo_base
484. in renderScene, change the glDrawArrays call to use an offset of 0
49
50LONGTERM TODO
51==============
52
53- Switch from IMGUI to Allegro
54 - Correctly align UI elements when the window is resized
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