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move todo to separate file

Karl Zylinski 4 miesięcy temu
rodzic
commit
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2 zmienionych plików z 47 dodań i 52 usunięć
  1. 0 52
      README.md
  2. 47 0
      TODO.md

+ 0 - 52
README.md

@@ -11,55 +11,3 @@ The API is based on Raylib because I like that API. But the implementation is me
 
 Might not be included:
 * Time management (use `core:time` instead)
-
-## TODO
-
-Here follows my near-future TODO list
-
-* basic text rendering
-	* make draw_text and load_default_font do somethig more sensible
-	* look at how to properly get the scale from stb_ttf
-	* compare if we are doing the same as raylib by loading its default font and drawing some things, can we make it look similar?
-	* font smoothing -> make it look crisp by disabling filtering on "pixel fonts"
-	* next stage: Look into something more fancy than just loading bitmaps. What can we do?
-
-* should gamepad come from separate interface than window?
-	* keyboard input could also come from some input interface, but
-	  it is tightly bound to window in windows, so we'll see.
-* add more window flags
-* get_camera_view_matrix returns Mat4... should we go hardcore 2D and return Mat3 so you can do
-    mat * Vec3{pos.x, pos.y, 1} for positions and mat * Vec3{dir.x, dir.y, 0} for dirs?
-* win32: Gamepad support
-	* check status of gamepad
-	* what happens when you pull one out?
-	* playstation
-* Do proper checks of vertex count and dispatch rendering when full
-	* What happens when list is full? We can't just empty the vertex list due to being used by input assembler etc.
-* Should we sort by depth? Maybe we should use Vec3 because some 2D games rely on it?
-	* I think we should.
-* Textures: Make the sampler state configurable
-* Textures D3D11: Do we need the SRV in the texture?
-* Shaders: Reflect and expose samplers
-* mipmap support
-* set filtering: for scaling up, down and mipmap
-
-## DONE
-* bunnymark
-* win32: Resizable window
-* Flashing textures in Abyss -- Better now but still flashes when you use nose... Check the "odd_frame" stuff in d3d backend
-* Is the 1/zoom in set_camera wrong? Is the matrix multiply order wrong? Hmmmm...
-* Fix the depedency on D3D stuff so we can move load_shader etc
-* Shaders: Basic loading
-* Shaders: Constants that you can set
-* Shaders: Dynamic vertex creation
-* Shaders: Feed extra vertex field values using some kind of context
-	* Do we need one for all corners of a rect or possibilty to supply different value for the different corners?
-* Group set_tex, camera etc into a section of things that cause a render batch dispatch when changed.
-* Make a texture for drawing a rectangle and remove the hack in `shader.hlsl`
-* Load textures and somehow bind to shader -- split draw calls on texture switch -- needs a start of a batch system.
-* Make 0, 0 be at top left (should vertex data be flipped, or is it a transformation thingy?)
-* Construct vertex buffer from k2.draw_blabla calls. Do we need index buffer? 🤷‍
-* Organize the d3d11 things neatly. It's just a hack right now!
-	* enable debug layers
-	* asserting on hresult and checking errors
-	* clean up on shutdown

+ 47 - 0
TODO.md

@@ -0,0 +1,47 @@
+## TODO
+* should gamepad come from separate interface than window?
+	* keyboard input could also come from some input interface, but
+	  it is tightly bound to window in windows, so we'll see.
+* add more window flags
+* get_camera_view_matrix returns Mat4... should we go hardcore 2D and return Mat3 so you can do
+    mat * Vec3{pos.x, pos.y, 1} for positions and mat * Vec3{dir.x, dir.y, 0} for dirs?
+* win32: Gamepad support
+	* check status of gamepad
+	* what happens when you pull one out?
+	* playstation
+* Should we sort by depth? Maybe we should use Vec3 because some 2D games rely on it?
+	* I think we should.
+* Textures: Make the sampler state configurable
+* Textures D3D11: Do we need the SRV in the texture?
+* Shaders: Reflect and expose samplers
+* mipmap support
+* set filtering: for scaling up, down and mipmap
+
+## DONE
+* Do proper checks of vertex count and dispatch rendering when full
+	* What happens when list is full? We can't just empty the vertex list due to being used by input assembler etc.
+* basic text rendering (ended up using font stash)
+	* make draw_text and load_default_font do somethig more sensible
+	* look at how to properly get the scale from stb_ttf
+	* compare if we are doing the same as raylib by loading its default font and drawing some things, can we make it look similar?
+	* font smoothing -> make it look crisp by disabling filtering on "pixel fonts"
+	* next stage: Look into something more fancy than just loading bitmaps. What can we do?
+* bunnymark
+* win32: Resizable window
+* Flashing textures in Abyss -- Better now but still flashes when you use nose... Check the "odd_frame" stuff in d3d backend
+* Is the 1/zoom in set_camera wrong? Is the matrix multiply order wrong? Hmmmm...
+* Fix the depedency on D3D stuff so we can move load_shader etc
+* Shaders: Basic loading
+* Shaders: Constants that you can set
+* Shaders: Dynamic vertex creation
+* Shaders: Feed extra vertex field values using some kind of context
+	* Do we need one for all corners of a rect or possibilty to supply different value for the different corners?
+* Group set_tex, camera etc into a section of things that cause a render batch dispatch when changed.
+* Make a texture for drawing a rectangle and remove the hack in `shader.hlsl`
+* Load textures and somehow bind to shader -- split draw calls on texture switch -- needs a start of a batch system.
+* Make 0, 0 be at top left (should vertex data be flipped, or is it a transformation thingy?)
+* Construct vertex buffer from k2.draw_blabla calls. Do we need index buffer? 🤷‍
+* Organize the d3d11 things neatly. It's just a hack right now!
+	* enable debug layers
+	* asserting on hresult and checking errors
+	* clean up on shutdown