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small3dlib/todo.txt
Miloslav Číž eec705509a Update
2019-06-14 06:41:25 +02:00

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features:
- presets that can be optionally selected and will configure other constants
(e.g. a "low memory sort strategy" will turn z-buffer off and turn
back-to-front sorting on).
- function for computing normals and lighting
- triangle sorting:
- back-to-front (slower, better memory efficiency) DONE
- front-to-back (faster, but needs 1bit stencil buffer) DONE
- function to set/clear stencil buffer -- can be useful
- Optimize persp. correction!
- Create and use the same function for determining CW/CCW AND left/right vertex
determination in triangle drawing.
- Check (and possibly fix) if any barycentric coord ever exceeds the range
<0,255> due to rounding errors etc.
- dithered barycentric interpolation function that is faster than normal
interpolation -- it will randomly picky one of three values, with greater
probabilities at greater coords
- 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. DONE
- perspective correction modes:
- none DONE
- full DONE
- approximate DONE
- 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. DONE
- Python tool to convert obj to C array DONE
- 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:
- 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!
repeated:
- valgrind (and similar) checks
- optimize
- write tests/benchmarks