Changeset 9cd92ae in opengl-game


Ignore:
Timestamp:
Aug 16, 2019, 4:26:45 PM (5 years ago)
Author:
Dmitry Portnoy <dmitry.portnoy@…>
Branches:
feature/imgui-sdl, master, points-test
Children:
c8b0357
Parents:
5936c58
Message:

Update TODO and remove some unused files

Files:
3 deleted
3 edited

Legend:

Unmodified
Added
Removed
  • NewOpenGLGame.vcxproj

    r5936c58 r9cd92ae  
    148148    <ClCompile Include="new-game.cpp" />
    149149    <ClCompile Include="StackWalker.cpp" />
    150     <ClCompile Include="stb_image_write.h" />
    151150    <ClCompile Include="stb_image.cpp" />
    152151    <ClCompile Include="utils.cpp" />
     
    186185  <ItemGroup>
    187186    <Image Include="laser.png" />
    188     <Image Include="test.png" />
    189187  </ItemGroup>
    190188  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
  • TODO.txt

    r5936c58 r9cd92ae  
    11TODO
    22==========
    3 -Add code to allow for resizing/maximizing the window
    4  - Doesn't seem to be necessary on OSX anymore, check that in works on Window and Linux, including removing
    5    the window title bar in fullscreen mode and bringing it back in windowed mode
    6  -Update the IMGUI code in a generic way to support this as well
    7 -Check the book's "Printing Parameters from the GL Context" to output a bunch of OpenGL context params
     3- Switch the game to use SDL and Vulkan (based on the test program I already made)
     4  - Will require switching the UI from IMGUI to Vulkan
     5- Make window resizing and fullscreen mode work correctly
    86
    9 DONE
    10 ==========
    11 -Print a warning if texture images don't have sizes of 2^x
    12 -Fix the texture-mapping code to not flip the texture upside down.
    13 -Make sure fullscreen works correctly on OSX. Check the book to see how to handle Retina Display.
    14 -Change all error messages to use the logger class so they get printed to the log file as well.
    15 -Change the logger class to use cout instead of printf. Consider how easy variable argument support would be.
    16  - What I really need to do is completely refactor the logger class to return an ofstream to the logger file
    17    and use streaming to send output to it. The log file can be closed in the destructor.
    18 -Move some common functions into a Utils class
    19 
    20 NEW TODO
    21 ==========
    22 -Unbind buffers (by binding to 0) once I'm done using them. This will help catch errors faster where I'm using a different buffer than I expect.
    23 
    24 NEW DONE
    25 ==========
    26 -Move buffer memory allocation code into populateBuffers()
    27 -Go through the large design comment blocks and clean them up. Turn them into documentation for the code that's been written since I wrote the designs.
    28 -Show the fps in a gui component instead of printing it to the console
    29 
    30 MAJOR TASKS TODO
    31 ==================
    32 
    33 MAJOR TASKS DONE
    34 ==================
    35 -Investigate switching to SFML, i.e. create a simple demo of SFML with OpenGL and ImGui
    36   -The SFML graphics module requires the compatibility profile, which on OSX is only available for OpenGL < 3.0
    37   -I don't think ImGui would work with SFML
    38   -When the time comes, maybe just try using the networking and audio components of SFML
    39 -Implement lasers
    40 -Figure out why rendering doesn't work on the Windows laptop
    41 
    42 STEPS TO SWITCH OFF OF GLOBAL VBOS
    43 ===================================
    44 
    45 2. Inside populateBuffers, check for the object type and resize all buffers of that type (will eventually do this in a loop)
    46 
    47 STEPS TO SWITCH OFF OF GLOBAL VBOS DONE
    48 ========================================
    49 
    50 1. Remove buffer re-assignment when creating shader model groups
    51 3. In copyObjectData, set vertex_vbo_offset for the object type only using numPoints, not vbo_base
    52 4. in renderScene, change the glDrawArrays call to use an offset of 0
    537
    548LONGTERM TODO
    559==============
    56 
    57 - Switch from IMGUI to Allegro (OUTDATED)
    58    - Correctly align UI elements when the window is resized
    59 - Switch to Vulkan and SDL (might consider SFML in the future as well)
    6010
    6111Phase 1
  • new-game.cpp

    r5936c58 r9cd92ae  
    11#define STB_IMAGE_IMPLEMENTATION
    22#include "stb_image.h"
    3 
    4 // I think this was for the OpenGL 4 book font file tutorial
    5 //#define STB_IMAGE_WRITE_IMPLEMENTATION
    6 //#include "stb_image_write.h"
    73
    84#define _USE_MATH_DEFINES
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