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@@ -4,26 +4,28 @@
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set uniforms -- needs more type info?
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the constant types are hardcoded to just a few types right now
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-* generalised sampler handling for both gl and d3d
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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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* add more window flags
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-* get_camera_view_matrix returns Mat4... should we go hardcore 2D and return Mat3 so you can do
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- mat * Vec3{pos.x, pos.y, 1} for positions and mat * Vec3{dir.x, dir.y, 0} for dirs?
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* win32: Gamepad support
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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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-* Should we sort by depth? Maybe we should use Vec3 because some 2D games rely on it?
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- * I think we should.
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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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* Shaders: Reflect and expose samplers
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+ * generalised sampler handling for both gl and d3d
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* mipmap support
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* set filtering: for scaling up, down and mipmap
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+* linux windowing and input
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+* webgl backend
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+* should we expose time and delta time stuff or rely on core:time?
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+* think about sound
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## DONE
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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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+ * I think we should.
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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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* basic text rendering (ended up using font stash)
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