4 -registrace trid widgetu
5 -poresit widget - roztahovani a tak, je to nejake nedotazene
7 -jednoduche test menu s vypisovanim debug informaci
10 -LOG_RESOURCE ujednotit
12 -per frame statistics - dodelat
14 -client rect - nastaveni orezavaciho regionu widgetu
15 -overlay widget - obdelnikovy widget pro ruzne vizualni efekty
16 -image widget? nebo take overlay?
18 -dodelat texturovou tridu - rozmslet, co s cube mapami a 3d texturami
25 -NACPAT VSUDE SPRAVNE config.h a types.h, ci stltypes.h
26 az v ramci cisteni kodu
29 -pro retezcove konstanty pouzit const char * a ne std::string (jako parametry fci)
31 -renderer - const iteratory?
32 -nastavovani bufferu, take pres iteratory
34 -zmenit nazvy souboru (interface.cpp -> vfs.cpp) a opravit doxygen hlavicky
35 ---------------------------------------------------------------------------
38 -widget factory by si mela pri vytvareni widgetu zkontrolovat hloubku zanoreni
39 -treba jen v debug rezimu
41 -scroll bar, progress bar
43 -animated texture - xml
44 -one or more textures with one or more frames
45 -texture coordinates are adjusted using texture matrix
47 -pruchod a inicializace activated eventu?
49 -EXT_draw_instanced extension
53 -aserce -> ASSERT, CHECK, REQUIRE
56 -----------------------------------------------------------
58 -pojmenovavani scen (application si udrzuje mapu)
66 -urcit smer svetla podobne jako Opengl? (x, y, z, 0)
68 -proceduralne generovana scena: sablona nactena z xml, spusten jeji init skript,
69 ktery ji naplni (napr.) skript si pripravi data, ktera se pomoci deep copy
72 -cascaded shadow maps? devmaster.net article
73 -staticke/dynamicke objekty?
74 -svetla z textur, nebo alespon svitive textury (svetylka lodi)
75 -nebo emissive textury (nutnost pro kosmicke lode :))
77 -picking vs. ray casting - vyber jestli chce vybirat i transparentni objekty, nebo ne
78 mozna jeste flag selectable, aby se nevybiraly sprity, triggery apod.
79 -select group - bitove skupiny pro vyber (takze max 32)
81 -vlastnost light importance - objekt neni osvetlen svetly s nizsi/vyssi dulezitosti
82 -static flag - objekt ma fixni geometrii a muzee se podle toho k nemu chovat
84 -adapt SOIL library for image reader/writers
86 ===========================================
88 -upravit hlavicky souboru - copyrighty!!
89 -decals budou obecne meshe promitle na model (tj. klidne i special)
99 -ubershader for global lights?
102 -LOD (progressive meshes)
106 -random number generator
121 -support for zip and other archives
122 -colour printing - manipulators and sprintf
123 -vfs_export - removed unused functions, rename to vfs_lwrapper
126 -support for the PhysX toolkit or other middleware
131 -switch to OIS (libois-dev)
132 -tag for key events to mark whether it's meta key or not
133 -uppercase/lowercase? or conversion function, maybe return just keysyms
134 and export transform function to script (keysym + keymod -> chr/utf8)
135 -watch out for international keyboards?
139 -write documentation - when codebase is stable
141 o Possible parallelisation
142 -frustum culling - "search" mapping
143 -getting effective lights of models
144 -for each model get lights that influence it
145 -cpu skinning (at least bbox skinning)
146 -rendering in separate thread?
154 -Freetype autohinter - catharon licence
156 -fonts, cursors, skins
161 Possible optimizations:
162 ~~~~~~~~~~~~~~~~~~~~~~~
163 -vectors - data alignment,templates
166 ----------------------------------
169 Most efficient way of filling buffers:
170 -Lock with amReadWrite/amWrite - rendering?