diff --git a/doc/best-practices.dox b/doc/best-practices.dox index 723f27868..b1f17c9a0 100644 --- a/doc/best-practices.dox +++ b/doc/best-practices.dox @@ -80,6 +80,10 @@ vertex and index buffers in both Native Client and Emscripten. - [PowerVR Performance Recommendations](https://github.com/burningsun/pecker_framework/blob/master/参考资料/PowerVR.Performance%20Recommendations.pdf?raw=true) [PDF] +@subsection best-practices-amd AMD hardware + +- [ATI Radeon HD 2000 programming guide](http://developer.amd.com/wordpress/media/2012/10/ATI_Radeon_HD_2000_programming_guide.pdf) + @subsection best-practices-tegra NVidia Tegra hardware - [Optimize OpenGL ES 2.0 Performance for Tegra](http://docs.nvidia.com/tegra/index.html#GLES2_Perf_Main.html) diff --git a/doc/opengl-support.dox b/doc/opengl-support.dox index 6d6a0d8f2..f103f292b 100644 --- a/doc/opengl-support.dox +++ b/doc/opengl-support.dox @@ -50,7 +50,7 @@ following: @todo Replace @extension{APPLE,vertex_array_object} with ARB version (we use only ARB functions without APPLE fallback) @todo @extension{APPLE,flush_buffer_range} doesn't add anything to @extension{ARB,map_buffer_range} (remove it and leave only ARB one) @todo @extension{EXT,texture_array} overlaps with @extension{ARB,framebuffer_object} -@todo Replace @extension{NV,depth_buffer_float} with @extension{ARB,depth_buffer_float} and implement the missing @fn_gl{DepthRange} function +@todo Add @extension{ARB,depth_buffer_float} and implement the missing @fn_gl{DepthRange} function, but keep (and implement) @extension{NV,depth_buffer_float} for non-linear depth buffer @todo @extension{ARB,half_float_pixel}, @extension{ARB,half_float_vertex}? %Extension | Status @@ -194,6 +194,7 @@ following: @subsection opengl-support-44 OpenGL 4.4 @todo Also fallback to @extension{AMD,query_buffer_object} +@todo @extension{AMD,pinned_memory} "fallback" for @extension{ARB,buffer_storage} %Extension | Status -------------------------------------------- | ------ @@ -276,6 +277,7 @@ supported. Only extensions not already listed in above tables are included here. +@todo @es_extension{NV,non_square_matrices} @todo Support also IMG_multisampled_render_to_texture? It has different enum values (!) diff --git a/doc/troubleshooting.dox b/doc/troubleshooting.dox index 114d7d280..f9a096240 100644 --- a/doc/troubleshooting.dox +++ b/doc/troubleshooting.dox @@ -26,7 +26,7 @@ namespace Magnum { /** @page troubleshooting Troubleshooting -@brief Various tricks to overcome to common building and rendering issues. +@brief Various tricks to overcome common building and rendering issues. @section troubleshooting-building Building issues diff --git a/src/Magnum/AbstractShaderProgram.h b/src/Magnum/AbstractShaderProgram.h index 925345bc0..4dc6409a8 100644 --- a/src/Magnum/AbstractShaderProgram.h +++ b/src/Magnum/AbstractShaderProgram.h @@ -181,6 +181,9 @@ bindFragmentDataLocationIndexed(NormalOutput, 1, "normal"); ES 2.0, similar functionality is available in extension @es_extension{NV,draw_buffers}. +@todo @es_extension{EXT,separate_shader_objects} supports explicit attrib + location + @subsection AbstractShaderProgram-uniform-location Uniform locations The preferred workflow is to specify uniform locations directly in the shader diff --git a/src/Magnum/SceneGraph/Object.h b/src/Magnum/SceneGraph/Object.h index 09911ae5c..74fcdd6e1 100644 --- a/src/Magnum/SceneGraph/Object.h +++ b/src/Magnum/SceneGraph/Object.h @@ -93,6 +93,8 @@ class documentation or @ref compilation-speedup-hpp for more information. @see @ref Scene, @ref AbstractFeature, @ref AbstractTransformation, @ref DebugTools::ObjectRenderer +@todo Consider using `mutable` for flags to make transformation computation + available on const refs */ template class Object: public AbstractObject, public Transformation #ifndef DOXYGEN_GENERATING_OUTPUT