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@@ -17,11 +17,17 @@ Might not be included:
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Here follows my near-future TODO list
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* Do proper checks of vertex count and dispatch rendering when full
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-* Should we sort by depth?
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-* Load textures and somehow bind to shader -- split draw calls on texture switch -- needs a start of a batch system.
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+ * What happens when list is full? We can't just empty the vertex list due to being used by input assembler etc.
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+* Make a texture for drawing a rectangle and remove the hack in `shader.hlsl`
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+* Should we sort by depth? Maybe we should use Vec3 because some 2D games rely on it?
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+* Texture things are a bit of a hack
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+ * Make the sampler state configurable
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+ * Group set_tex, camera etc into a section of things that cause a render batch dispatch when changed.
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+ * Do we need the SRV in the texture?
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## DONE
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+* Load textures and somehow bind to shader -- split draw calls on texture switch -- needs a start of a batch system.
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* Make 0, 0 be at top left (should vertex data be flipped, or is it a transformation thingy?)
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* Construct vertex buffer from k2.draw_blabla calls. Do we need index buffer? 🤷
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* Organize the d3d11 things neatly. It's just a hack right now!
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