From c46f4ad219f6db36973bdfe61e59d0b9498d413d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Wed, 12 Jun 2019 15:53:12 +0200 Subject: [PATCH] Update TODO --- todo.txt | 22 +++++++++++++--------- 1 file changed, 13 insertions(+), 9 deletions(-) diff --git a/todo.txt b/todo.txt index 53cadf4..828af0b 100644 --- a/todo.txt +++ b/todo.txt @@ -36,10 +36,7 @@ features: - 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? + - approximate DONE - predefined 3D shapes: - cube DONE @@ -52,11 +49,22 @@ features: 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. DONE + - Python tool to convert obj to C array DONE -- create demos + +- Python tool to convert texture images to C array DONE + +- create demos: + - model viewer DONE + - game-like demo (GTA-style, Quake style etc.) + - offline HQ (lerp texuring, normal mapping, reflections, ...) rendering + to PPM image file + - drawModel: create an option that would use a cache to not transform the same point twice + - Optional rendering stats (FPS, rendered triangles, ...). + - profiling functions for optimization bugs: @@ -64,10 +72,6 @@ bugs: - Determining CW/CCW for a triangle is not 100% exact, sometimes leaves holes in models (some very thin triangles)! -- With PC = 2, triangles that are at a too sharp angle can get very weird values - of barycentric AND DEPTH (which messes up the z-buffer). Seems to only affect - triangles facing right (not left). - - Barycentric coodinates can get wrong in these ways: - Any of them can exceed the range <0,511> - b0 + b1 can be > 511, which causes b2 (= 511 - b0 - b1) to be negative!