Karl Zylinski před 4 měsíci
rodič
revize
5542d9dd22
1 změnil soubory, kde provedl 7 přidání a 5 odebrání
  1. 7 5
      TODO.md

+ 7 - 5
TODO.md

@@ -4,26 +4,28 @@
 	set uniforms -- needs more type info?
 	set uniforms -- needs more type info?
 	the constant types are hardcoded to just a few types right now
 	the constant types are hardcoded to just a few types right now
 
 
-* generalised sampler handling for both gl and d3d
 * should gamepad come from separate interface than window?
 * should gamepad come from separate interface than window?
 	* keyboard input could also come from some input interface, but
 	* keyboard input could also come from some input interface, but
 	  it is tightly bound to window in windows, so we'll see.
 	  it is tightly bound to window in windows, so we'll see.
 * add more window flags
 * add more window flags
-* get_camera_view_matrix returns Mat4... should we go hardcore 2D and return Mat3 so you can do
-    mat * Vec3{pos.x, pos.y, 1} for positions and mat * Vec3{dir.x, dir.y, 0} for dirs?
 * win32: Gamepad support
 * win32: Gamepad support
 	* check status of gamepad
 	* check status of gamepad
 	* what happens when you pull one out?
 	* what happens when you pull one out?
 	* playstation
 	* playstation
-* Should we sort by depth? Maybe we should use Vec3 because some 2D games rely on it?
-	* I think we should.
 * Textures: Make the sampler state configurable
 * Textures: Make the sampler state configurable
 * Textures D3D11: Do we need the SRV in the texture?
 * Textures D3D11: Do we need the SRV in the texture?
 * Shaders: Reflect and expose samplers
 * Shaders: Reflect and expose samplers
+	* generalised sampler handling for both gl and d3d
 * mipmap support
 * mipmap support
 * set filtering: for scaling up, down and mipmap
 * set filtering: for scaling up, down and mipmap
+* linux windowing and input
+* webgl backend
+* should we expose time and delta time stuff or rely on core:time?
+* think about sound
 
 
 ## DONE
 ## DONE
+* Should we sort by depth? Maybe we should use Vec3 because some 2D games rely on it?
+	* I think we should.
 * Do proper checks of vertex count and dispatch rendering when full
 * Do proper checks of vertex count and dispatch rendering when full
 	* What happens when list is full? We can't just empty the vertex list due to being used by input assembler etc.
 	* What happens when list is full? We can't just empty the vertex list due to being used by input assembler etc.
 * basic text rendering (ended up using font stash)
 * basic text rendering (ended up using font stash)