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@@ -18,6 +18,7 @@ HardwareBuffer - Base class for all buffers
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DefaultHardwareBufferManager - Provides emulation of hardware buffers
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DefaultHardwareBufferManager - Provides emulation of hardware buffers
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- I think this class is okay to stay, although I'm not sure where its used, but its simple enough
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- I think this class is okay to stay, although I'm not sure where its used, but its simple enough
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Texture - PARSED!
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Texture - PARSED!
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+HardwareOcclusionQuery - OK, but I might consider a more generic interface for queries (I'll need profiling queries too for example)
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TODO FILES:
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TODO FILES:
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@@ -31,8 +32,6 @@ Frustum
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GpuProgramParams - Holds all parameters used in a shader program and allows us to set them by index or name
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GpuProgramParams - Holds all parameters used in a shader program and allows us to set them by index or name
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- Explore if we can remove GpuSharedParameters. I'm not exactly sure what they're used for
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- Explore if we can remove GpuSharedParameters. I'm not exactly sure what they're used for
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-HardwareOcclusionQuery - OK, but I might consider a more generic interface for queries (I'll need profiling queries too for example)
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-
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HardwarePixelBuffer
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HardwarePixelBuffer
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- I might consider giving PixelBox a better name. Also rename PixelFormat.h to PixelUtil.h or similar. Makes more sense.
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- I might consider giving PixelBox a better name. Also rename PixelFormat.h to PixelUtil.h or similar. Makes more sense.
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- _clearSliceRTT method I'm not sure what is it used for, but I might want to remove it
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- _clearSliceRTT method I'm not sure what is it used for, but I might want to remove it
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@@ -45,27 +44,19 @@ TODO:
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- Make sure to parse D3D9 implementations of above classes and see what needs removing there as well
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- Make sure to parse D3D9 implementations of above classes and see what needs removing there as well
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- OpenGL too
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- OpenGL too
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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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-
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TOMORROW:
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TOMORROW:
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- - Incorporate CamelotUtility library into CamelotRenderer
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- - Move remaining Utility files to CamelotUtility (files like StringUtil, PixelUtil and similar)
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- - Port exceptions
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- - Add log
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- - Remove remaining not-needed headers
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+ - Add precompiled headers to all projects
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+ - Make sure they include Exception & Log classes
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Other notes:
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Other notes:
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- Search for all remaining "TODO PORT" comments and fix them
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- Search for all remaining "TODO PORT" comments and fix them
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- - Rename all macros and other OGRE references to CM
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- How am I notified on device reset? (When I need to reload my resources)
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- How am I notified on device reset? (When I need to reload my resources)
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- If possible, make sure GLSL uses EntryPoint and Profile fields I have added to GpuProgram
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- If possible, make sure GLSL uses EntryPoint and Profile fields I have added to GpuProgram
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- Remove all fixed pipeline methods from D3D9 and OpenGL renderers
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- Remove all fixed pipeline methods from D3D9 and OpenGL renderers
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+ - Make CamelotRenderer a project on its own?
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At one point rebuild everything and make sure all warnings are gone
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At one point rebuild everything and make sure all warnings are gone
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-Figure out how to ignore those warnings in NVparse
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-String stuff should go to a single StringUtil file
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+ - Also scan everything for "Ogre" and remove any references to it
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After everything is polished:
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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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- Make sure the renderer can run on a separate thread
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@@ -74,7 +65,6 @@ After everything is polished:
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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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- 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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further modifications.
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- Port boost threads to std threads (CmThreadDefines.h)
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- Port boost threads to std threads (CmThreadDefines.h)
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- - I should move boost so it resides in CamelotUtility
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- Also, create all file format parsers and also make them reside in CamelotUtility
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- Also, create all file format parsers and also make them reside in CamelotUtility
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(Actual importers will still be implemented in Editor, but parsing capabilities should be available for camelotutility)
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(Actual importers will still be implemented in Editor, but parsing capabilities should be available for camelotutility)
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