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Added some TODOs.

pull/278/head
Vladimír Vondruš 13 years ago
parent
commit
5200771066
  1. 2
      src/AbstractFramebuffer.h
  2. 3
      src/Shaders/DistanceFieldVector.h
  3. 3
      src/Text/DistanceFieldGlyphCache.h
  4. 1
      src/Text/GlyphCache.h
  5. 3
      src/TextureTools/DistanceField.h

2
src/AbstractFramebuffer.h

@ -200,6 +200,8 @@ class MAGNUM_EXPORT AbstractFramebuffer {
* Framebuffer::mapForRead(), DefaultFramebuffer::mapForDraw(),
* Framebuffer::mapForDraw(), @fn_gl{BindFramebuffer},
* @fn_gl{Viewport}
* @todo Bind internally to ReadDraw if separate binding points are not
* supported
*/
void bind(FramebufferTarget target);

3
src/Shaders/DistanceFieldVector.h

@ -43,6 +43,9 @@ Renders vector art in form of signed distance field. See TextureTools::distanceF
for more information. Note that the final rendered outlook will greatly depend
on radius of input distance field and value passed to setSmoothness().
@see DistanceFieldVector2D, DistanceFieldVector3D
@todo Use fragment shader derivations to have proper smoothness in perspective/
large zoom levels, make it optional as it might have negative performance
impact
*/
template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT DistanceFieldVector: public AbstractVector<dimensions> {
public:

3
src/Text/DistanceFieldGlyphCache.h

@ -66,6 +66,9 @@ class MAGNUM_TEXT_EXPORT DistanceFieldGlyphCache: public GlyphCache {
* desktop OpenGL requires @extension{ARB,texture_rg} (also part of
* OpenGL ES 3.0), in ES2 uses @es_extension{EXT,texture_rg} if
* available or @ref TextureFormat "TextureFormat::RGB" as fallback.
* @todo Is Luminance format renderable anywhere? Also would it be
* possible to convert the RGB texture to Luminance after it has
* been rendered when blitting is not supported to save memory?
*/
explicit DistanceFieldGlyphCache(const Vector2i& originalSize, const Vector2i& distanceFieldSize, UnsignedInt radius);

1
src/Text/GlyphCache.h

@ -55,6 +55,7 @@ font->createGlyphCache(cache, "abcdefghijklmnopqrstuvwxyz"
@endcode
See TextRenderer for information about text rendering.
@todo Some way for Font to negotiate or check internal texture format
*/
class MAGNUM_TEXT_EXPORT GlyphCache {
public:

3
src/TextureTools/DistanceField.h

@ -80,6 +80,9 @@ http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnifica
inefficient supported format is in most cases @ref TextureFormat "TextureFormat::RGB",
rendering to @ref TextureFormat "TextureFormat::Luminance" is not supported
in most cases.
@bug ES (and maybe GL < 3.20) implementation behaves slightly different
(jaggies, visible e.g. when rendering outlined fonts)
*/
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_TEXTURETOOLS_EXPORT distanceField(Texture2D* input, Texture2D* output, const Rectanglei& rectangle, Int radius, const Vector2i& imageSize = Vector2i());

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