| 1234567891011121314151617181920212223242526272829 |
- Polish TODO:
- - Implement RenderQueue sorting with support for sort type, priority and separable pass
- - Use a hash list(containing type, queue, layer, etc.) for faster sorting
- - Finalize example with resolution settings and proper GUI
- - Finish documentation (BansheeEngine + TODO UNDOCUMENTED)
- - Add license text to all files
- - Make a separate release branch with no editor/script stuff, and without .txt files and other development data
- Re-test gamepad buttons now that XInput is active
- -----------------
- Not so critical
- - I have a feeling DX9 might start crashing once I resize to sub-fullscreen res and go back to FS - test it
- - Add VSync toggle to RenderWindow if it doesn't already exist.
- - Test creating a fullscreen window on window creation.
- - Refactor GUIElement & GUIElementBase
- - Sprite rendering methods should probably be marked as internal (possibly others too)
- - A lot could be made private
- - Has two methods for retrieveing ElementType
- - getVisibleBounds doesn't make sense
- - Make hierarchical documentation. Organize stuff based on type. Once I actually generate the documentation add Doxygen grouping tags (or whatever they're called)
- - There's still a crash regarding an uninitialized mCachedPtr on a C# class when shutting down. Attempt to find consistent repro steps.
- - Make a Getting Started guide, along with the example project. Or just finish up the manual.
- - Compress and generate mips for texture on input (testing NVTT stuff)
- - Perform optimizations as needed to get reasonable performance
- - 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.
|