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@@ -21,11 +21,11 @@ Figure out how to store texture references in a font?
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Move Debug to CamelotCore and add SetFillMode
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Move Debug to CamelotCore and add SetFillMode
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-GameObjectREAL is IReflectable but doesn't have RTTI
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- - COmponentRTTI doesn't account its new parent is GameObjectREAL so change that
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-
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GameObjectHandle has SceneObject friend which doesn't make sense
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GameObjectHandle has SceneObject friend which doesn't make sense
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+GameObject destructor should be private and only callable by GameObjectHandle
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+ - This was I can ensure object is only destroyed when calling destroy(), and I can replace internal shared_ptr
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+
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Make GameObjectHandle hold a normal pointer instead of a shared one
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Make GameObjectHandle hold a normal pointer instead of a shared one
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- By its definition its guaranteed to have only one reference so there's no need for shared ptr
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- By its definition its guaranteed to have only one reference so there's no need for shared ptr
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@@ -46,14 +46,6 @@ Implement image shader for D3D11BuiltinMaterialManager
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Improve text shader so it doesn't have resolution values hardcoded in
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Improve text shader so it doesn't have resolution values hardcoded in
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Implement D3D9 and GL BuiltInMaterialManager
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Implement D3D9 and GL BuiltInMaterialManager
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-FInish porting memory allocation:
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-Check allocationChanges.txt on C
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-
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-Similar issue with passing arrays to classes like MeshData. In some cases SmallScratchBuffer is useful, while in others a LargeScratchBuffer is more appropriate?
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- - Although LargeScratchBuffer is probably more appropriate in general situations, but still the user needs to know that, which I think is a bit hidden. Maybe change the behaviour so that MeshData internally allocates memory and just returns a pointer?
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-
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-PixelData needs something similar as mesh data
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-
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Test:
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Test:
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Need sorted rendering as fonts render before scene and blending doesn't work as it should
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Need sorted rendering as fonts render before scene and blending doesn't work as it should
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- Implemented 2D renderer and ensure it runs after everything else
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- Implemented 2D renderer and ensure it runs after everything else
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@@ -70,8 +62,6 @@ Mesh usability overhaul:
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A way to clear a mesh (Mesh.Clear)
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A way to clear a mesh (Mesh.Clear)
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A way to update mesh buffers without recreating vertex/index buffers (Setting data currently does exactly that)
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A way to update mesh buffers without recreating vertex/index buffers (Setting data currently does exactly that)
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- Names: TextMesh & SpriteMesh instead of 2DText and 2DSprite!
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-
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-----------------------IMMEDIATE TODO---------------------------------------------------------------
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-----------------------IMMEDIATE TODO---------------------------------------------------------------
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Assets manifest
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Assets manifest
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