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- NON TRIVIAL BUT SIMPLE
- Actually add frustum culling
- Implement RenderQueue sorting with support for sort type, priority and separable pass
- - Use a hash list(containing type, queue, layer, etc.) for faster sorting
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- REFACTORING, NOTES AND OTHER TRIVIAL STUFF
- Finally
- - Document elements marked with TODO UNDOCUMENTED
- - Refactor/rename everything so it makes more sense. Possibly lay out a design diagram.
- - Get rid of Camera::getIgnoreSceneRenderables it can be doing using layers
- Semantic/design issues:
- - DrawList is too similar to RenderQueue - Their names need to be more distinct
- - Consider removing SceneManager from Core? I two scene manager base classes.
- - GpuParamBlockBuffer and GpuParams::cloneForCore are very clumsy in how they deal in keeping two separate param blocks. Rethink this a bit.
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- Just notes for later potentially:
- - I can only update entire Mesh at once.
- - I keep bounds for the entire mesh and not per-submesh
- - I don't serialize bounds and they are recalculated whenever a mesh is loaded
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