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@@ -86,6 +86,7 @@ TODO:
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IMPORTANT: After I set up a test case and remove irrelevant Ogre stuff, make sure to port OpenGL, before renaming anything or removing major files
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IMPORTANT: I think I should strive to make the renderer one unique CmRenderSystem.dll (Log manager, exceptions, math can go in a separate CmUtility library?)
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- Later separate out OpenGL and D3D9 dlls as well, since I want to support D3D11. And I want to keep the framework separate from implementation
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+ - AND because I need to have it separated since I can't expect DirectX to compile on OSX or Linux
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Other notes:
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- Make sure to remove all ogre memory allocators and memory category bullshit (Possibly replace with Camelot versions?)
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@@ -101,4 +102,6 @@ Other notes:
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After everything is polished:
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- Make sure the renderer can run on a separate thread
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- Get 64bit version working
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- - Add Unified shader so I can easily switch between HLSL and GLSL shaders (they need same parameters usually, just different code)
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+ - Add Unified shader so I can easily switch between HLSL and GLSL shaders (they need same parameters usually, just different code)
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+ - Maybe just add support for Cg and force everyone to use that? - I'd like to be able to just switch out renderer in a single location and that everything keeps on working without
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+ further modifications.
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