Todo List
- Global Base::ShaderVariableInstanceBase::Apply ()
- : hmm, the dynamic type switch is sort of lame...
- Class CoreGraphics::StreamAnimationLoader
- : document file formats
- Class CoreGraphics::StreamMeshLoader
- : document file formats
- Class Direct3D9::D3D9Shader
- lost/reset device handling
- Class Direct3D9::D3D9ShaderInstance
- lost/reset device handling
- Class Graphics::Cell
- : 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)
- Global Graphics::View::ResolveVisibleLights ()
- : currently this methods needs to go over all visible graphics entities to find the lights...
- Class IO::BinaryReader
- convert endianess!
- Class IO::BinaryWriter
- convert endianess!
- Global Lighting::SM30LightServer::ApplyModelEntityLights (const Ptr< Graphics::ModelEntity > &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 Threading::Event
- describe Event class
- Class Threading::Thread
- describe Thread class
- Class Threading::ThreadLocalPtr< T >
- describe ThreadLocalPtr 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 Win32::Win32Timer
- solve multiprocessor issues of QueryPerformanceCounter() (different processors may return different PerformanceFrequency values, thus, threads should be prevented from switching between processors with thread affinities).