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TODO.txt
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TODO.txt
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This TODO-list does not show the priority of the different tasks. It does not either order the tasks in any specific way.
Some tasks may require some other tasks to be completed, before they can be started on. This order is not necessarily shown in the list.
Renderer:
* ADD: Add a new version of the renderer that uses the API:s of Dayflower and runs on the CPU (a CPU-renderer). This would make it easier to test things out, before adding them to the GPU-renderer. This has been started on.
Scene:
* ADD: Add a text format to define scenes, so scenes do not have to be hard-coded and compiled.
* ADD: Add a DynamicCompiledScene, that can be created from a CompiledScene, and allows you to add and remove various structures as the program runs. All structures not currently referenced should be removed, by default. Except for top-level structures, or structures that are added in order to be switched between, such as some textures or materials. These textures and materials should be added with a flag (maybe a boolean set to true), that indicates that this is the expected behavior.
* ADD: When the DynamicCompiledScene exists and is used by default, it would be possible to add GUI-controls that allows you to add new primitives, change existing ones, or remove them completely.
* ADD: Add a progress bar, or something similar, that shows when the scene is loading. Preferably in the same window as the scene is rendered.
* CHANGE: Implement some deferred scene loading, after the program has started.
* CHANGE: Make it possible to load a scene while the program is running. Then it would be possible to add a scene switch to the GUI.
Shape:
* ADD: Add a Cube class and implement it.
* ADD: Add a Disk class and implement it.
* ADD: Add a Torus class and implement it.
* CHANGE: Fix the rendering of the noise-based Terrain Shape. It currently works to some degree, but its parameters are currently not used.
Texture:
* CHANGE: Make it possible to blend more than two Textures together. Maybe multiple layers. A BlendTexture with a BlendTexture as parameter argument might not be possible, because of recursion. But a BlendTexture that has a list of Textures and a list of factors could work.