Browse Source

Added some TODOs.

vectorfields
Vladimír Vondruš 14 years ago
parent
commit
2b7aa09520
  1. 1
      src/AbstractShaderProgram.cpp
  2. 2
      src/AbstractTexture.h
  3. 1
      src/CubeMapTexture.h
  4. 7
      src/Math/Math.h
  5. 10
      src/Object.h

1
src/AbstractShaderProgram.cpp

@ -95,6 +95,7 @@ void AbstractShaderProgram::link() {
}
GLint AbstractShaderProgram::uniformLocation(const std::string& name) {
/** @todo What if linking just failed (not programmer error?) */
CORRADE_ASSERT(state == Linked, "AbstractShaderProgram: uniform location cannot be retrieved before linking.", -1)
GLint location = glGetUniformLocation(program, name.c_str());

2
src/AbstractTexture.h

@ -27,6 +27,8 @@ namespace Magnum {
@brief Non-templated base for one-, two- or three-dimensional textures.
See Texture, CubeMapTexture documentation for more information.
@todo Add glPixelStore encapsulation
@todo Anisotropic filtering
*/
class MAGNUM_EXPORT AbstractTexture {
AbstractTexture(const AbstractTexture& other) = delete;

1
src/CubeMapTexture.h

@ -43,6 +43,7 @@ textures, coordinates for cube map textures is signed three-part vector from
the center of the cube, which intersects one of the six sides of the cube map.
See Texture documentation for more information about usage.
@todo The wrap mode is 3D, not 2D! http://www.opengl.org/wiki/Common_Mistakes#Creating_a_Cubemap_Texture
*/
class CubeMapTexture: public Texture2D {
public:

7
src/Math/Math.h

@ -25,6 +25,13 @@
namespace Magnum {
/**
@todo Quaternions:
- interpolation between rotations (=> animation, continuous collision detection)
- better rotation representation (4 floats instead of 9/16 floats when using
matrices)
*/
/**
* @brief %Math library
*

10
src/Object.h

@ -28,6 +28,16 @@ namespace Magnum {
class Scene;
class Camera;
/**
@todo User-specified Object implementation:
- for front-to-back sorting, LoD changes etc.
- for different parent/children implementation (e.g. no std::set, direct
access to scene etc.)
- for using doubles/halves instead of floats
- for using quat + position instead of matrices (where (asymmetric) scaling is
not needed)
*/
/**
* @brief Base for all positioned objects
*

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