Branimir Karadžić 9 years ago
parent
commit
f7e2c6b291

+ 0 - 4
examples/16-shadowmaps/fs_shadowmaps_packdepth_vsm.sc

@@ -12,9 +12,5 @@ void main()
 	float depth = v_position.z/v_position.w * 0.5 + 0.5;
 	float depthSq = depth*depth;
 
-	//TODO: try this.
-	//vec2 dxy = vec2(dFdx(depth), dFdy(depth));
-	//depthSq += 0.25*dot(dxy, dxy);
-
 	gl_FragColor = vec4(packHalfFloat(depth), packHalfFloat(depthSq));
 }

+ 0 - 4
examples/16-shadowmaps/fs_shadowmaps_packdepth_vsm_linear.sc

@@ -12,9 +12,5 @@ void main()
 	float depth = v_depth;
 	float depthSq = depth*depth;
 
-	//TODO: try this.
-	//vec2 dxy = vec2(dFdx(depth), dFdy(depth));
-	//depthSq += 0.25*dot(dxy, dxy);
-
 	gl_FragColor = vec4(packHalfFloat(depth), packHalfFloat(depthSq));
 }

+ 0 - 6
examples/16-shadowmaps/shadowmaps.cpp

@@ -875,12 +875,6 @@ struct Mesh
 		mem = bgfx::makeRef(_indices, size);
 		group.m_ibh = bgfx::createIndexBuffer(mem);
 
-		//TODO:
-		// group.m_sphere = ...
-		// group.m_aabb = ...
-		// group.m_obb = ...
-		// group.m_prims = ...
-
 		m_groups.push_back(group);
 	}
 

+ 1 - 2
examples/common/entry/entry_osx.mm

@@ -58,7 +58,7 @@ namespace entry
 		bgfx::setPlatformData(pd);
 	}
 
-	static WindowHandle s_defaultWindow = { 0 };	// TODO: Add support for more windows
+	static WindowHandle s_defaultWindow = { 0 };
 	static uint8_t s_translateKey[256];
 
 	struct MainThreadEntry
@@ -283,7 +283,6 @@ namespace entry
 
 					case NSLeftMouseDown:
 					{
-						// TODO: remove!
 						// Command + Left Mouse Button acts as middle! This just a temporary solution!
 						// This is because the average OSX user doesn't have middle mouse click.
 						MouseButton::Enum mb = ([event modifierFlags] & NSCommandKeyMask) ? MouseButton::Middle : MouseButton::Left;

+ 0 - 1
examples/common/entry/entry_sdl.cpp

@@ -605,7 +605,6 @@ namespace entry
 									modifiers = translateKeyModifierPress(kev.keysym.scancode);
 								}
 
-								/// TODO: These keys are not captured by SDL_TEXTINPUT. Should be probably handled by SDL_TEXTEDITING. This is a workaround for now.
 								if (Key::Esc == key)
 								{
 									uint8_t pressedChar[4];