From bfa31882e553eaf9ca4963db2cd90436b7ebc736 Mon Sep 17 00:00:00 2001 From: Peter Slattery Date: Sun, 1 Mar 2020 15:55:07 -0800 Subject: [PATCH] todo list cleanup --- todo.txt | 44 ++++++++------------------------------------ 1 file changed, 8 insertions(+), 36 deletions(-) diff --git a/todo.txt b/todo.txt index bb294a1..aaf9384 100644 --- a/todo.txt +++ b/todo.txt @@ -33,6 +33,11 @@ Ground Up Reengineering - Lighting - Clipping (with error checking) +- Camera + - pan + - zoom + - leds always face camera + - Sculptures - store scale in the assembly definition file - cache led vertex buffers @@ -40,6 +45,7 @@ Ground Up Reengineering - placing sculptures - editing sculpture files (change universe output) - led groups & subgroups - defined in file + - motion - Network - Handle Error Cases @@ -55,10 +61,10 @@ Ground Up Reengineering - panel system: destroy panel by extending it beyond its max, not just its min - Asset Loading + - Need to figure out which textures are currently in graphics memory and which need to be resubmitted - images - icon system - integrate with interface - - Sculpture View - mouse spatial interaction - handles, and hover for info - debug capabilities (toggle strip/led/universe colors) @@ -74,6 +80,7 @@ Ground Up Reengineering - layer masks by sculpture - blend modes - setting start and end of timeline (how long is a loop) + - clips can have parameters that drive them? - Node System - automatic node layout @@ -126,7 +133,6 @@ Switch To Nodes - - allow panning and zooming around the node canvas - - Investigate why we're giving nodes bounds :NodesDontNeedToKnowTheirBounds - selector node (has a list of connections that it can switch between) -- Serialize Nodes - evaluation step (one node at a time) Hardening @@ -147,48 +153,14 @@ UI Improvements - - draw cursor in node field under active edit - - better/intelligent zero padding -API Improvements - Application - More efficient HSV <-> RGB -- Save and load a session -- Don't render if the window isn't visible Development - Fix your scope time tracker to account for threads. - Nest scope times so you can see totals/dig in -Interface -- fullscreen -- In world interface elements -- - Handles for Patterns -- - UI Popups -- - Value modifiers -- Scroll view -- Update the text system - use system fonts - -Structure -- motion - -Renderer -- Render layers -- Mouse Picking - point at a led and see info about it -- Camera: pan -- Camera: zoom -- Camera: leds always face camera - -Resource Management -- TODO: Need to figure out which textures are currently in graphics memory and which need to be resubmitted -- Icons - -Animation -x timeline -x create clips that play -- clips can have parameters that drive them? - Optimization -- investigate the memory access pattern of the SACN / LED systems. Guessing they are very slow -x look into why debug logging functions seems to incur a large hit on framrate - patterns are asking to be multithreaded - probably want to convert as much color functions to use u32 Packed Colors - - Probably want to think about this more. What about supporting different color depths