2019-05-12 18:06:09 +02:00
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features:
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2019-05-28 19:14:27 +02:00
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- presets that can be optionally selected and will configure other constants
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(e.g. a "low memory sort strategy" will turn z-buffer off and turn
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back-to-front sorting on).
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2019-05-26 20:00:28 +02:00
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- triangle sorting:
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- back-to-front (slower, better memory efficiency)
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- front-to-back (faster, but needs 1bit stencil buffer)
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- Z-buffer:
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- full DONE
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- reduced (resolution and precision) DONE
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- more reduced (4-bit)
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2019-05-12 18:06:09 +02:00
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- perspective correction modes:
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2019-05-23 15:57:32 +02:00
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- none DONE
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- full DONE
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2019-05-12 18:06:09 +02:00
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- triangle subdivision (each triangle side will be subdivided after reaching
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a defined length, which will be measured by Chebyshev or similarly fast
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distance).
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- also offer some approximation function?
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- predefined 3D shapes:
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2019-05-23 15:57:32 +02:00
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- cube DONE
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2019-05-12 18:06:09 +02:00
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- sphere
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- cylinder
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- pyramid
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- plane
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- Depth computation during rasterization -- this should be an optional thing,
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specified with a define (S3L_COMPUTE_DEPTH), which may be turned on
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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.
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- Python tool to convert obj to C array
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- helper functions for lighting/shading
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- Line and point drawing modes for triangles should maybe not overlap on
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adjacent triangles (as filled triangles already do)?
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- create demos
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2019-05-16 21:07:11 +02:00
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- drawModel: create an option that would use a cache to not transform the same
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point twice
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2019-05-21 19:51:32 +02:00
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- Optional rendering stats (FPS, rendered triangles, ...).
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2019-05-20 17:35:12 +02:00
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- Change the rotations to use yaw-pitch-roll instead of extrinsic Euler angles?
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2019-05-12 18:06:09 +02:00
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bugs:
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2019-05-19 23:16:40 +02:00
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- Why is persp. correction inaccurate near the camera?
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2019-05-12 18:06:09 +02:00
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repeated:
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- valgrind (and similar) checks
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- optimize
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- write tests/benchmarks
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