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TODO
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TODO
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add shader for non-normal-map lighting (lighting in camera space?)
forward rendering, multiple lights:
1. draw everything once (to fill depth buffer) without blending
2. clear colors, but not depth buffer
3. draw everything again with additive blending
geometry shader
update shadow map only when light has moved and when some geometry moves
directional lights and shadows
geometry (bounding box, bounding sphere, euclidean geometry, ...)
fog
attentuation (?)
texture types (height, normal, depth map, etc)
separate geometry and material
fix transparency again. bug because depth pass does not skip what should be transparent fragments?
couple scene and objects (meshes, lights, etc) in one "scene" module!? "world"?
input module
set uniforms shader-wise with UBOs?
variable resolution render target
remove branching in shaders and ubershaders!!
phongmeshpointlitv
phongmeshpointlitv
phongmeshdirlitv
etc.
directional light and spotlight should use same shader, point light use own shader
render target must track window size somehow
one buffer for whole mesh (not submesh), if using same vertex type?
see "go doc log" for example singleton package
shadow renderer: remove setcamera2() etc.
to avoid branching in shaders: compute everything, also irrelevant things, in each shader regardless of light type
add render state complete() method do to check whether it's complete before draw calls?
uniform buffer objects per program!
normal map not working properly?
equal depth test?
front to back render
occlusion culling
texture atlas/array?
PURE depth pass, do ambient colors on first light pass?
reenable light significance test