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| author | 2023-07-15 01:16:04 -0400 | |
|---|---|---|
| committer | 2023-07-15 01:16:04 -0400 | |
| commit | f1a9751af6cc6aa0bac91e7f28fc43b1a4cb64fd (patch) | |
| tree | e9660e27896c00d7a6d57123c172b8574e1e07b6 /NOTES | |
| parent | aec7b72a146f489ec1947b4915b9ade6bfc19340 (diff) | |
| download | mauri-f1a9751af6cc6aa0bac91e7f28fc43b1a4cb64fd.tar.gz mauri-f1a9751af6cc6aa0bac91e7f28fc43b1a4cb64fd.tar.bz2 mauri-f1a9751af6cc6aa0bac91e7f28fc43b1a4cb64fd.zip | |
cleanup, finalize notes, add README.md
Diffstat (limited to 'NOTES')
| -rw-r--r-- | NOTES | 46 |
1 files changed, 46 insertions, 0 deletions
@@ -0,0 +1,46 @@ +I haven't touched the actual wallpaper engine implementation of this project in years... +if I had the motivation to continue working on a project like this, I would probably +start from scratch. I could have made much better use of available reverse engineering +tools (mainly renderdoc) to avoid the tons of trial and error that produced the convoluted +logic contained in this code. + +TODO: +[ ] make gl_enabled toggleable in code (i.e. toggleable at runtime) +[ ] objects with blendmode other than 0 have extra pass using blendpassthrough shader +[ ] more acurate visualizer + +Not Implemented: +[ ] mouse paralax +[ ] camera shake +[ ] particles +[ ] javascript scripting +And much, much more... + +Known Issues: +./mauri ../../../c/workshop_wallpapers/1703298496/scene.pkg + - xray only works in the middle + +./mauri ../../../c/workshop_wallpapers/2212570435/scene.pkg + - eyes not positioned correctly + +./mauri ../../../c/workshop_wallpapers/1829251189/scene.pkg + - xray is flipped/flickering + +./mauri ../../../c/workshop_wallpapers/2216609166/scene.pkg + - left side not drawing? + +./mauri ../../../c/workshop_wallpapers/2178257725/scene.pkg + - rotate breaks it + +./mauri ../../../c/workshop_wallpapers/1938288759/scene.pkg + - visualizer not drawn correctly + +./mauri ../../../c/workshop_wallpapers/2157658616/scene.pkg + - parse error + +./mauri ../../../c/workshop_wallpapers/1778616550/scene.pkg + - first object has different blendmode, so we need to handle "combine" passes differently. + The final pass should draw to the objects framebuffer as well as to the combine buffer, + but using the "passthroughblend" shader. + +And many others that either crash or are completely broken.
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