Browse Source

Added some TODOs.

pull/279/head
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) { 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) CORRADE_ASSERT(state == Linked, "AbstractShaderProgram: uniform location cannot be retrieved before linking.", -1)
GLint location = glGetUniformLocation(program, name.c_str()); 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. @brief Non-templated base for one-, two- or three-dimensional textures.
See Texture, CubeMapTexture documentation for more information. See Texture, CubeMapTexture documentation for more information.
@todo Add glPixelStore encapsulation
@todo Anisotropic filtering
*/ */
class MAGNUM_EXPORT AbstractTexture { class MAGNUM_EXPORT AbstractTexture {
AbstractTexture(const AbstractTexture& other) = delete; 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. the center of the cube, which intersects one of the six sides of the cube map.
See Texture documentation for more information about usage. 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 { class CubeMapTexture: public Texture2D {
public: public:

7
src/Math/Math.h

@ -25,6 +25,13 @@
namespace Magnum { 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 * @brief %Math library
* *

10
src/Object.h

@ -28,6 +28,16 @@ namespace Magnum {
class Scene; class Scene;
class Camera; 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 * @brief Base for all positioned objects
* *

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