todo list cleanup
This commit is contained in:
parent
0cb97b3c9a
commit
bfa31882e5
44
todo.txt
44
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
|
||||
|
|
Loading…
Reference in New Issue