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@@ -16,22 +16,22 @@ Might not be included:
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Here follows my near-future TODO list
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Here follows my near-future TODO list
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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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- * Do we need the SRV in the texture?
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+* Is the 1/zoom in set_camera wrong? Is the matrix multiply order wrong? Hmmmm...
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+* Textures: Make the sampler state configurable
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+* Textures D3D11: Do we need the SRV in the texture?
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+* Flashing textures in Abyss
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* Do proper checks of vertex count and dispatch rendering when full
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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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* 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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* Should we sort by depth? Maybe we should use Vec3 because some 2D games rely on it?
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-* Shaders
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- * Basic loading
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- * Constants that you can set
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- * Dynamic vertex creation
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- * Feed extra vertex field values using some kind of context
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- * Do we need one for all corners of a rect or possibilty to supply different value for the different corners?
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-
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+ * I think we should.
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+* Shaders: Reflect and expose samplers
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## DONE
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## DONE
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-
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+* Shaders: Basic loading
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+* Shaders: Constants that you can set
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+* Shaders: Dynamic vertex creation
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+* Shaders: Feed extra vertex field values using some kind of context
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+ * Do we need one for all corners of a rect or possibilty to supply different value for the different corners?
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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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* Group set_tex, camera etc into a section of things that cause a render batch dispatch when changed.
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* Make a texture for drawing a rectangle and remove the hack in `shader.hlsl`
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* Make a texture for drawing a rectangle and remove the hack in `shader.hlsl`
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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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* Load textures and somehow bind to shader -- split draw calls on texture switch -- needs a start of a batch system.
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