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@@ -46,20 +46,13 @@ TODO:
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TOMORROW:
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- Check for duplicate type IDs in InitRTTIOnStart
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- - Actually serialize type ID into a file, and use them when deserializing
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- - ISerializable class and begin/endSerialization are probably not needed and can be removed
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- Depth test is disabled by default (OpenGL renderer at least)
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- Non-dynamic-size types cannot have size over 255 bytes but that isn't marked or checked anywhere!
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- Serializable callbacks can't be null otherwise compiler complains
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- Ogre performed special DDS loading. I removed that. I'm not sure if I'll need to re-add it?
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- - When serializing, encode requires normal ptr, while decode required shared_ptr. Standardize that
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- How do I serialize derived classes, without rewriting all the base class serialization?
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- Unless something better dawns on me by Monday, just inherit from parents SerializableType and manually make sure no IDs overlap.
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- We can improve later if needed. I though about it too much for now.
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- - How do I deserialize binary data without knowing what type of class (i.e. Resource) is it?
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- - Each Resource (i.e. Texture, Mesh) needs to have its own manager, which then hooks into the global Resources class
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- - When saving resources, save an unique resource identifier
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- - Then we can call individual resource manager and it can create proper resource based on active render system and whatever else
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TextureData
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- When serializing this texture, request data from GPU, populate TextureData array and return
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Texture
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