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| author | 2020-10-10 14:11:14 -0400 | |
|---|---|---|
| committer | 2020-10-10 14:11:14 -0400 | |
| commit | 8df6b63ee07bbbbc515ccec904ccfa1e6ce35e71 (patch) | |
| tree | 052dd6160c184e2b755347629f6fc26b81b7b28a /TODO | |
| parent | 6f744cca9fd3afb1aec52e3ffe32285a45161f68 (diff) | |
| download | mauri-8df6b63ee07bbbbc515ccec904ccfa1e6ce35e71.tar.gz mauri-8df6b63ee07bbbbc515ccec904ccfa1e6ce35e71.tar.bz2 mauri-8df6b63ee07bbbbc515ccec904ccfa1e6ce35e71.zip | |
wip
Diffstat (limited to 'TODO')
| -rw-r--r-- | TODO | 29 |
1 files changed, 28 insertions, 1 deletions
@@ -1,4 +1,27 @@ -[ ] better (cleaner) json handling +[x] better (cleaner) json handling + +[x] pass parser as pointer everywhere + +[ ] RG88 & R8 textures + +[ ] Re-think parse/load stage, parse stage could possibly be 1 stage where textures and framebuffers, + generate itermediate objects then "load" could simply load and map the resources either to the + itermediate objects or something else. + - We already know when a single pass is generated so we could just transfer that logic to only the parse step + - The intermediate objects should probably store the resource + +Broken: +[ ] ./mauri ../../../c/workshop_wallpapers/1703298496/scene.pkg + - xray only works in the middle + +[ ] ./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. + +[X] ./mauri ../../../c/workshop_wallpapers/2008251577/scene.pkg + - effect doesnt draw correctly + - It was because of incorrect GL_TEXTURE_WRAP [ ] if version 2 is defined as a combo, g_Alpha and g_Color need to be set from the object visible should be a draw time check not handled when parsing @@ -8,4 +31,8 @@ // long term +[ ] separate gui and engine in mauri + - engine should be a shared library + - there should be a cli interface along with gui + [ ] particles |