Todo List
- Global Base::ShaderVariableInstanceBase::Apply ()
- : hmm, the dynamic type switch is sort of lame...
- Class Direct3D9::D3D9Shader
- lost/reset device handling
- Class Direct3D9::D3D9ShaderInstance
- lost/reset device handling
- Global InternalGraphics::InternalView::ResolveVisibleLights ()
- : currently this methods needs to go over all visible graphics entities to find the lights...
- Class InternalGraphics::VisibilityCell
- : need to handle extra shadow bounding box
: statistics and profiling
: need to add visibility depending on LOD
: multithreaded visibility link update?
: add dirty handling to visibility links (e.g. don't need to update links between static lights and static objects)
- Class IO::BinaryReader
- convert endianess!
- Class IO::BinaryWriter
- convert endianess!
- Global Lighting::SM30LightServer::ApplyModelEntityLights (const Ptr< InternalGraphics::InternalModelEntity > &modelEntity)
- : set light properties only once per-frame and only set a bool array with active per-model-entity-lights here!
- Class Math::bbox
- : UNTESTED!
- Global Math::line::intersect (const line &l, point &pa, point &pb) const
- : Untested! Replace with simpler code.
- Class OSX::OSXCriticalSection
- : Add debugging asserts? If yes wrap with new __NEBULA3-define
- Class OSX::OSXThreadLocalPtr< TYPE >
- : Performance? Would it actually be better to allocate one pointer lookup-table and associate this with a single thread-local key as like on the Wii? At the moment every Ptr has its own key.
- Class OSX::OSXThreadLocalPtr< TYPE >
- : If this object will be used for anything else then singleton, it might make sense to change the interface to look like a normal C-pointer.
- Class Resources::ResourceDictionary
- : ResourceDictionary should be the base to switch to numerical resource id's later on. During asset export, an offline-dictionary is kept which associated actual filenames with numerical id's, and the asset export tools write those numerical ids in place where a string resource name would be used. For now it's just a lookup-table for the resource size, which is only really useful for console-platforms (since on those platforms the application has more control over the resource loading process as compared to PC-APIs).
- Class Threading::Event
- describe Event class
- Class Threading::Thread
- describe Thread class
- Global Util::Array::Difference (const Array< TYPE > &rhs)
- this method is broken, check test case to see why!
- Global Util::FixedArray::BinarySearchIndex (const TYPE &val) const
- hmm, this is copy-pasted from Array...
- Class Win360::D3D9StreamMeshLoader
- : document file formats
- Class Win360::Win360Timer
- solve multiprocessor issues of QueryPerformanceCounter() (different processors may return different PerformanceFrequency values, thus, threads should be prevented from switching between processors with thread affinities).