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@@ -16,7 +16,13 @@ Might not be included:
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Here follows my near-future TODO list
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-* bunnymark
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+* basic text rendering
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+ * make draw_text and load_default_font do somethig more sensible
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+ * look at how to properly get the scale from stb_ttf
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+ * compare if we are doing the same as raylib by loading its default font and drawing some things, can we make it look similar?
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+ * font smoothing -> make it look crisp by disabling filtering on "pixel fonts"
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+ * next stage: Look into something more fancy than just loading bitmaps. What can we do?
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+
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* should gamepad come from separate interface than window?
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* keyboard input could also come from some input interface, but
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it is tightly bound to window in windows, so we'll see.
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@@ -27,7 +33,6 @@ Here follows my near-future TODO list
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* check status of gamepad
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* what happens when you pull one out?
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* playstation
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-* basic text rendering
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* Do proper checks of vertex count and dispatch rendering when full
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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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* Should we sort by depth? Maybe we should use Vec3 because some 2D games rely on it?
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@@ -39,6 +44,7 @@ Here follows my near-future TODO list
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* set filtering: for scaling up, down and mipmap
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## DONE
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+* bunnymark
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* win32: Resizable window
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* Flashing textures in Abyss -- Better now but still flashes when you use nose... Check the "odd_frame" stuff in d3d backend
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* Is the 1/zoom in set_camera wrong? Is the matrix multiply order wrong? Hmmmm...
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