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small3dlib/todo.txt
2019-08-30 01:19:51 +00:00

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features:
- Optional OpenGL acceleration, perhaps a separate header file with the same
API.
- Helper functions for e.g. retrieving and caching UV coords etc. Maybe these
should be in a separate file? DONE
- objtool: An option to parse material groups and generate an array of
per-triangle material indices. DONE
- PC == 2 (and possibly 1) could likely be accelerated by not using interpolate
functions, but rather FastLerStates for the values recomputed after each
row segment. DONE (doesn't work
for PC == 2,
tried)
- 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
- function to map one point in 3D space to screen, along with size (for mapping
billboards/sprites etc.) DONE
- Optimize persp. correction!
- Create and use the same function for determining CW/CCW AND left/right vertex
determination in triangle drawing. DONE
- Check (and possibly fix) if any barycentric coord ever exceeds the range
<0,255> due to rounding errors etc. DONE
- 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.) DONE
- offline HQ (lerp texuring, normal mapping, reflections, ...) rendering
to PPM image file DONE
- test offline rendering of a high-poly model (see how very small tris
are rendered)
- drawModel: create an option that would use a cache to not transform the same
point twice DONE (doesn't work, tried)
- Optional rendering stats (FPS, rendered triangles, ...).
- profiling functions for optimization
bugs:
repeated:
- valgrind (and similar) checks
- optimize
- write tests/benchmarks