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@@ -22,9 +22,6 @@ Make sure we can add an include file to a HighLevelGpuProgram, and make sure it
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- Also a way to list all referenced includes, and a way to remove them
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Go through RenderSystem classes and make sure we don't hold any raw pointer references:
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-D3D9 keeps a list of render windows
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- - it keeps a list of RAW pointers to those windows. That NEEDS to change
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-
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D3D11 keeps an active vertex shader & active vertex delecaration
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- should be okay if they are both shared_ptr (they're not atm), and user knows how to reset them
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@@ -48,7 +45,6 @@ Can be delayed:
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Material RTTI should also serialize shared buffers (they need to be made into a resource)
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- BE CAREFUL on how this will be implemented. Likely it will have much of the same interface as a material and/or GpuParams
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Mesh::setMeshData is currently always synced
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- register/unregisterObjectToDestroy might be redundant now that I save a reference with each queue entry?
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queueGpuCommand is handled weird. shared_ptr isn't used for setting (this) parameter, and could be optimized out by the compiler
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- test if everything is okay in release mode
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>>>>>>>>>>>>>>>START WORKING ON THE EDITOR!
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