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Check TODOs

This commit is contained in:
Miloslav Číž 2019-06-02 19:56:33 +02:00
parent 45753f101a
commit d9c53f4bd5

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@ -5,17 +5,17 @@ features:
back-to-front sorting on). back-to-front sorting on).
- triangle sorting: - triangle sorting:
- back-to-front (slower, better memory efficiency) - back-to-front (slower, better memory efficiency) DONE
- front-to-back (faster, but needs 1bit stencil buffer) - 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: - Z-buffer:
- full DONE - full DONE
- reduced (resolution and precision) DONE - reduced (resolution and precision) DONE
- more reduced (4-bit) - more reduced (4-bit)
- MipMapping? Add triangle size to pixelInfo. - MipMapping? Add triangle size to pixelInfo. DONE
- perspective correction modes: - perspective correction modes:
- none DONE - none DONE
@ -35,11 +35,9 @@ features:
- Depth computation during rasterization -- this should be an optional thing, - Depth computation during rasterization -- this should be an optional thing,
specified with a define (S3L_COMPUTE_DEPTH), which may be turned on 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 automatically for some modes (e.g. Z-buffer). It should be computed by the
fast lerp and passed in the PixelInfo struct. fast lerp and passed in the PixelInfo struct. DONE
- Python tool to convert obj to C array - Python tool to convert obj to C array DONE
- helper functions for lighting/shading - 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 - create demos
- drawModel: create an option that would use a cache to not transform the same - drawModel: create an option that would use a cache to not transform the same
point twice point twice
@ -47,8 +45,6 @@ features:
bugs: bugs:
- Why is persp. correction inaccurate near the camera?
repeated: repeated:
- valgrind (and similar) checks - valgrind (and similar) checks