todo list cleanup

This commit is contained in:
Peter Slattery 2020-03-01 15:55:07 -08:00
parent 0cb97b3c9a
commit bfa31882e5
1 changed files with 8 additions and 36 deletions

View File

@ -33,6 +33,11 @@ Ground Up Reengineering
- Lighting - Lighting
- Clipping (with error checking) - Clipping (with error checking)
- Camera
- pan
- zoom
- leds always face camera
- Sculptures - Sculptures
- store scale in the assembly definition file - store scale in the assembly definition file
- cache led vertex buffers - cache led vertex buffers
@ -40,6 +45,7 @@ Ground Up Reengineering
- placing sculptures - placing sculptures
- editing sculpture files (change universe output) - editing sculpture files (change universe output)
- led groups & subgroups - defined in file - led groups & subgroups - defined in file
- motion
- Network - Network
- Handle Error Cases - Handle Error Cases
@ -55,10 +61,10 @@ Ground Up Reengineering
- panel system: destroy panel by extending it beyond its max, not just its min - panel system: destroy panel by extending it beyond its max, not just its min
- Asset Loading - Asset Loading
- Need to figure out which textures are currently in graphics memory and which need to be resubmitted
- images - images
- icon system - integrate with interface - icon system - integrate with interface
- Sculpture View - Sculpture View
- mouse spatial interaction - handles, and hover for info - mouse spatial interaction - handles, and hover for info
- debug capabilities (toggle strip/led/universe colors) - debug capabilities (toggle strip/led/universe colors)
@ -74,6 +80,7 @@ Ground Up Reengineering
- layer masks by sculpture - layer masks by sculpture
- blend modes - blend modes
- setting start and end of timeline (how long is a loop) - setting start and end of timeline (how long is a loop)
- clips can have parameters that drive them?
- Node System - Node System
- automatic node layout - automatic node layout
@ -126,7 +133,6 @@ Switch To Nodes
- - allow panning and zooming around the node canvas - - allow panning and zooming around the node canvas
- - Investigate why we're giving nodes bounds :NodesDontNeedToKnowTheirBounds - - Investigate why we're giving nodes bounds :NodesDontNeedToKnowTheirBounds
- selector node (has a list of connections that it can switch between) - selector node (has a list of connections that it can switch between)
- Serialize Nodes
- evaluation step (one node at a time) - evaluation step (one node at a time)
Hardening Hardening
@ -147,48 +153,14 @@ UI Improvements
- - draw cursor in node field under active edit - - draw cursor in node field under active edit
- - better/intelligent zero padding - - better/intelligent zero padding
API Improvements
Application Application
- More efficient HSV <-> RGB - More efficient HSV <-> RGB
- Save and load a session
- Don't render if the window isn't visible
Development Development
- Fix your scope time tracker to account for threads. - Fix your scope time tracker to account for threads.
- Nest scope times so you can see totals/dig in - 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 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 - patterns are asking to be multithreaded
- probably want to convert as much color functions to use u32 Packed Colors - 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 - - Probably want to think about this more. What about supporting different color depths