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small3dlib/todo.txt

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2019-05-12 18:06:09 +02:00
features:
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- Helper functions for e.g. retrieving and caching UV coords etc. Maybe these
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should be in a separate file? DONE
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- objtool: An option to parse material groups and generate an array of
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per-triangle material indices. DONE
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- PC == 2 (and possibly 1) could likely be accelerated by not using interpolate
functions, but rather FastLerStates for the values recomputed after each
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row segment. DONE (doesn't work
for PC == 2,
tried)
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- function for computing normals and lighting
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- triangle sorting:
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- back-to-front (slower, better memory efficiency) DONE
- front-to-back (faster, but needs 1bit stencil buffer) DONE
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- function to set/clear stencil buffer -- can be useful
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- function to map one point in 3D space to screen, along with size (for mapping
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billboards/sprites etc.) DONE
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- Optimize persp. correction!
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- Create and use the same function for determining CW/CCW AND left/right vertex
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determination in triangle drawing. DONE
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- Check (and possibly fix) if any barycentric coord ever exceeds the range
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<0,255> due to rounding errors etc. DONE
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- dithered barycentric interpolation function that is faster than normal
interpolation -- it will randomly picky one of three values, with greater
probabilities at greater coords
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- option to disable baycentric coordinates computing DONE
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- Z-buffer:
- full DONE
- reduced (resolution and precision) DONE
- more reduced (4-bit)
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- MipMapping? Add triangle size to pixelInfo. DONE
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- perspective correction modes:
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- none DONE
- full DONE
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- approximate DONE
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- predefined 3D shapes:
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- cube DONE
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- sphere
- cylinder
- pyramid
- plane
- Depth computation during rasterization -- this should be an optional thing,
specified with a define (S3L_COMPUTE_DEPTH), which may be turned on
automatically for some modes (e.g. Z-buffer). It should be computed by the
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fast lerp and passed in the PixelInfo struct. DONE
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- Python tool to convert obj to C array DONE
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- Python tool to convert texture images to C array DONE
- create demos:
- model viewer DONE
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- game-like demo (GTA-style, Quake style etc.) DONE
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- offline HQ (lerp texuring, normal mapping, reflections, ...) rendering
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to PPM image file DONE
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- test offline rendering of a high-poly model (see how very small tris
are rendered)
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- drawModel: create an option that would use a cache to not transform the same
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point twice DONE (doesn't work, tried)
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- Optional rendering stats (FPS, rendered triangles, ...).
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- profiling functions for optimization
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bugs:
repeated:
- valgrind (and similar) checks
- optimize
- write tests/benchmarks