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TODO.release
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TODO.release
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TODO before the next release (Sear 0.6.3)
* Make sure contextDestroyed and contextCreated are properly implemented in all
classes and used correctly. James still reports some problems. Fixed with
latest sage?
* Make sure GUI is cleaning up correctly. -- Mostly done now.
* Finish appearance/entity mapping code. Depends on what attributes are set on
the server.
* Finish up current render queue work. DynamicObjects need converting and we
need a seperate transparency queue. Perhaps we can build a priorityqueue
comparison function to do the required sorting.
Other things todo in the slightly longer term (sear 0.7!)
* libwfut is coming along. It would be good to be able to download media as it
is required and update if required.
- Need to be able to tell various bits of sear that a file has been updated
so reload what ever it is associated with.
- Textures just need to unload previous and reset internal ID. (This might
break any display lists and the texture object id will change)
- Harder for models as they are represented by multiple files
- Might need a class that stores a reference between objects and the files
it uses. E.g. 3ds_tree->tree.3ds, tree.vconf, tree.png. The updater can
tell the handler that the file is updated, that in turn can tell the
object. Probably can be done with some good signal usage.
- Need to separate media into chunks associated with a particular entity.
- Or download all config files on startup, and grab media files as and when
they are required.
- Need to be able to search for a file in a number of locations (different
prefixes). E.g. $PREFIX/sear-media/.... or ${SEAR_CACHE}/sear-media/...
* Once the Static/Dynamic objects have been finished, the render queues need
to be built around them instead of the models. Two queues need to be made.
One for transparent objects (sorted by Z order) and one for opaque objects
(sorted by texture/state/similarity). This will place Sear in a much better
position to use more advanced rendering stuff.
- At some point it will be necessary to move the render function in
StaticObject to a higher level component that can see that subsequent
objects differ only in position and so do not need VBO buffers to be
unbound and then rebound.
- A "visual" bounding box will be needed around each mesh so that clipping
can be done per mesh as well as per object.