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@@ -1,19 +1,24 @@
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----------------------- CAMELOT 2D / GUI -----------------------------------------------------------
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----------------------------------------------------------------------------------------------
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+<<<<<<OpenGL issues>>>>>>>
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+Camera in new window in OpenGL doesn't render anything
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+Destroying OpenGL window doesn't work
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+OpenGL camera/rendering is acting really jerky and weird
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-<<<<<<<Resource update/read>>>>>>>>
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-Make sure to update the actual buffer in bindGpuParams
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- - It needs to accept an Unique GpuParams ptr
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- - It needs to call releaseCopyForDeferred when it ends
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-
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-Material::setParamBlock probably doesn't work anymore (and is atm commented out)
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+-------------
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-INSTEAD OF createCopyForDeferred create a new BindableGpuParams class which basically just wraps GpuParams, with the difference that it is accepted in render system, and normal GpuParams isn't. Also create a special deleter that automatically calls releaseCopyForDeferred so that it doesn't need to be called manually.
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- - unique_ptr doesn't seem to work for GpuParams so maybe have that class handle that as well.
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- - pass a reference instead? take care with bind so it doesn't store a copy (boost::ref)
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+When I'm canceling command queue commands I might be canceling important user commands.
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+ - (e.g. user schedules a resource update and I cancel the command)
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+ - render commands can be cancelled with no repercussions?
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+ - maybe I should someone block sim thread if its running too fast?
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+ - input lag?
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+Shared GPU buffers
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+ - wouldn't work atm due to the way I update the buffers (and the way I mark them dirty)
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+ - Material::setParamBlock is commented out
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+<<<<<<<Resource update/read>>>>>>>>
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All data classes (MeshData, PixelData, etc) derive from GpuBufferData class.
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- It contains basically just raw bytes.
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- It has lock/unlock methods (used mostly internally)
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@@ -29,6 +34,7 @@ Inherit all buffer classes (texture, mesh, GPUBlock) from IGpuBuffer interface
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DeferredRenderContext::updateResource(IGpuBuffer, GpuBufferData)
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AsyncOp DeferredRenderContext::readResource(IGpuBuffer)
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+ - When Resources::save needs to save a resource how do I easily read the data!?
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--------
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