Karl Zylinski пре 6 месеци
родитељ
комит
de8029647d
2 измењених фајлова са 2 додато и 5 уклоњено
  1. 2 1
      README.md
  2. 0 4
      karl2d_windows.odin

+ 2 - 1
README.md

@@ -18,15 +18,16 @@ Here follows my near-future TODO list
 
 * Texture things are a bit of a hack
 	* Make the sampler state configurable
-	* Group set_tex, camera etc into a section of things that cause a render batch dispatch when changed.
 	* Do we need the SRV in the texture?
 * 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.
 * Should we sort by depth? Maybe we should use Vec3 because some 2D games rely on it?
+* Shader loading
 
 
 ## DONE
 
+* Group set_tex, camera etc into a section of things that cause a render batch dispatch when changed.
 * Make a texture for drawing a rectangle and remove the hack in `shader.hlsl`
 * Load textures and somehow bind to shader -- split draw calls on texture switch -- needs a start of a batch system.
 * Make 0, 0 be at top left (should vertex data be flipped, or is it a transformation thingy?)

+ 0 - 4
karl2d_windows.odin

@@ -250,14 +250,10 @@ State :: struct {
 	framebuffer: ^d3d11.ITexture2D,
 	blend_state: ^d3d11.IBlendState,
 	shape_drawing_texture: Texture,
-
-	// these need to be generalized
 	sampler_state: ^d3d11.ISamplerState,
 
 	textures: hm.Handle_Map(_Texture, Texture_Handle, 1024*10),
 
-	
-
 	info_queue: ^d3d11.IInfoQueue,
 	vertex_buffer_gpu: ^d3d11.IBuffer,
 	vertex_buffer_cpu: []Vertex,