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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::mapForRead(), DefaultFramebuffer::mapForDraw(),
* Framebuffer::mapForDraw(), @fn_gl{BindFramebuffer}, * Framebuffer::mapForDraw(), @fn_gl{BindFramebuffer},
* @fn_gl{Viewport} * @fn_gl{Viewport}
* @todo Bind internally to ReadDraw if separate binding points are not
* supported
*/ */
void bind(FramebufferTarget target); 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 for more information. Note that the final rendered outlook will greatly depend
on radius of input distance field and value passed to setSmoothness(). on radius of input distance field and value passed to setSmoothness().
@see DistanceFieldVector2D, DistanceFieldVector3D @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> { template<UnsignedInt dimensions> class MAGNUM_SHADERS_EXPORT DistanceFieldVector: public AbstractVector<dimensions> {
public: 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 * desktop OpenGL requires @extension{ARB,texture_rg} (also part of
* OpenGL ES 3.0), in ES2 uses @es_extension{EXT,texture_rg} if * OpenGL ES 3.0), in ES2 uses @es_extension{EXT,texture_rg} if
* available or @ref TextureFormat "TextureFormat::RGB" as fallback. * 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); explicit DistanceFieldGlyphCache(const Vector2i& originalSize, const Vector2i& distanceFieldSize, UnsignedInt radius);

1
src/Text/GlyphCache.h

@ -55,6 +55,7 @@ font->createGlyphCache(cache, "abcdefghijklmnopqrstuvwxyz"
@endcode @endcode
See TextRenderer for information about text rendering. See TextRenderer for information about text rendering.
@todo Some way for Font to negotiate or check internal texture format
*/ */
class MAGNUM_TEXT_EXPORT GlyphCache { class MAGNUM_TEXT_EXPORT GlyphCache {
public: 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", inefficient supported format is in most cases @ref TextureFormat "TextureFormat::RGB",
rendering to @ref TextureFormat "TextureFormat::Luminance" is not supported rendering to @ref TextureFormat "TextureFormat::Luminance" is not supported
in most cases. 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 #ifndef MAGNUM_TARGET_GLES
void MAGNUM_TEXTURETOOLS_EXPORT distanceField(Texture2D* input, Texture2D* output, const Rectanglei& rectangle, Int radius, const Vector2i& imageSize = Vector2i()); void MAGNUM_TEXTURETOOLS_EXPORT distanceField(Texture2D* input, Texture2D* output, const Rectanglei& rectangle, Int radius, const Vector2i& imageSize = Vector2i());

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