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@@ -18,15 +18,16 @@ Here follows my near-future TODO list
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* Texture things are a bit of a hack
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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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* Make the sampler state configurable
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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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* Do we need the SRV in the texture?
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* Do we need the SRV in the texture?
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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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+* Shader loading
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## DONE
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## DONE
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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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* Make 0, 0 be at top left (should vertex data be flipped, or is it a transformation thingy?)
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* Make 0, 0 be at top left (should vertex data be flipped, or is it a transformation thingy?)
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