From d9c53f4bd5a25d4216d59d10148f69d4a98bd94f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Sun, 2 Jun 2019 19:56:33 +0200 Subject: [PATCH] Check TODOs --- todo.txt | 16 ++++++---------- 1 file changed, 6 insertions(+), 10 deletions(-) diff --git a/todo.txt b/todo.txt index 9049ce1..7275eac 100644 --- a/todo.txt +++ b/todo.txt @@ -5,17 +5,17 @@ features: back-to-front sorting on). - triangle sorting: - - back-to-front (slower, better memory efficiency) - - front-to-back (faster, but needs 1bit stencil buffer) + - back-to-front (slower, better memory efficiency) DONE + - front-to-back (faster, but needs 1bit stencil buffer) DONE -- option to disable baycentric coordinates computing +- option to disable baycentric coordinates computing DONE - Z-buffer: - full DONE - reduced (resolution and precision) DONE - more reduced (4-bit) -- MipMapping? Add triangle size to pixelInfo. +- MipMapping? Add triangle size to pixelInfo. DONE - perspective correction modes: - none DONE @@ -35,11 +35,9 @@ features: - 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 + fast lerp and passed in the PixelInfo struct. DONE +- Python tool to convert obj to C array DONE - 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 - drawModel: create an option that would use a cache to not transform the same point twice @@ -47,8 +45,6 @@ features: bugs: -- Why is persp. correction inaccurate near the camera? - repeated: - valgrind (and similar) checks