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Miloslav Číž 2019-05-12 18:06:09 +02:00
parent 9297cc7c79
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features:
- scene and model rendering strategies:
- random (no visibility checks)
- sorted:
- back-to-front (slower, better memory efficiency)
- front-to-back (faster, but needs 1bit stencil buffer)
- Z-buffer:
- full
- reduced (resolution and precision)
- perspective correction modes:
- none DONE
- full DONE
- triangle subdivision (each triangle side will be subdivided after reaching
a defined length, which will be measured by Chebyshev or similarly fast
distance).
- also offer some approximation function?
- predefined 3D shapes:
- cube DONE
- 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
fast lerp and passed in the PixelInfo struct.
- Python tool to convert obj to C array
- helper functions for lighting/shading
- Line and point drawing modes for triangles should maybe not overlap on
adjacent triangles (as filled triangles already do)?
- create demos
bugs:
repeated:
- valgrind (and similar) checks
- optimize
- write tests/benchmarks