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36 lines (35 loc) · 1.64 KB

todo:

  • everything should be dynamic
  • TODOs
  • normal map: rotation/transformation is not applied correctly
  • screenshot is broken on windows
  • flickering on windows (amd)
  • cleanup is not working (clear scene)
  • better scene statistics graph
  • winit + wgpu update
  • deadlock while asset loading
  • update of gamma and exposure somehow encapsulate of "complete" scene settings
  • memory leak
  • dead lock while loading an object/scene (just sometimes)
  • rework id manager to use arc rwlock (to prevent the need of execute_on_scene_mut_and_wait)

done:

  • get rid of async stuff -> use exec queue
  • set camera resolution per default (otherwise target rotation controller is not working correctly)
  • camera target not working correctly (maybe: get_center wrong?)
  • mipmap off by default? it uses a lot of GPU mempry (+1/3)
  • something is wrong while showing a preview (8k textures) - load time is way to high
  • consider using ComponentBase for all state structs
  • blender like movement (g +xyz, r +xyz)
  • normal matrix is wrong -> its actually this: https://stackoverflow.com/questions/21079623/how-to-calculate-the-normal-matrix
  • active camera (camera width/height based on 0<->1)
  • instance visibility (in rendering)
  • cleanup vertex/instancing structure
  • dynamic light amount
  • view space ligthning (https://sotrh.github.io/learn-wgpu/intermediate/tutorial10-lighting/#the-normal-matrix)
  • get depth map
  • remove extra_color_attachment
  • use BufferDimensions for texture save
  • screenshot (render pass color attachment)
  • update camera/s on resize
  • do not save state on scene (just pass it on update/render)
  • buffer update on model matrix change