Karl Zylinski 7 meses atrás
pai
commit
31805460a5
1 arquivos alterados com 8 adições e 2 exclusões
  1. 8 2
      README.md

+ 8 - 2
README.md

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