Karl Zylinski 7 meses atrás
pai
commit
a9fb90fbfe
2 arquivos alterados com 5 adições e 1 exclusões
  1. 1 1
      karl2d_windows.odin
  2. 4 0
      todo.txt

+ 1 - 1
karl2d_windows.odin

@@ -136,7 +136,7 @@ _init :: proc(width: int, height: int, title: string,
 	device->CreateRasterizerState(&rasterizer_desc, &rasterizer_state)
 
 	depth_stencil_desc := D3D11.DEPTH_STENCIL_DESC{
-		DepthEnable    = true,
+		DepthEnable    = false,
 		DepthWriteMask = .ALL,
 		DepthFunc      = .LESS,
 	}

+ 4 - 0
todo.txt

@@ -1,5 +1,9 @@
 X Make 0, 0 be at top left (should vertex data be flipped, or is it a transformation thingy?)
 X 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!
+	- enable debug layers
+	- asserting on hresult and checking errors
+	- clean up on shutdown
+* 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.