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Added some TODOs.

pull/51/head
Vladimír Vondruš 13 years ago
parent
commit
6c2c020b89
  1. 1
      src/AbstractFramebuffer.h
  2. 1
      src/AbstractShaderProgram.h
  3. 2
      src/Shader.h

1
src/AbstractFramebuffer.h

@ -62,6 +62,7 @@ typedef Containers::EnumSet<FramebufferClear, GLbitfield,
@requires_gl30 %Extension @extension{ARB,framebuffer_object} @requires_gl30 %Extension @extension{ARB,framebuffer_object}
@requires_gles30 %Extension @es_extension{ANGLE,framebuffer_blit} or @requires_gles30 %Extension @es_extension{ANGLE,framebuffer_blit} or
@es_extension{NV,framebuffer_blit} @es_extension{NV,framebuffer_blit}
@todo Remove redundant `%Buffer`
*/ */
enum class FramebufferBlit: GLbitfield { enum class FramebufferBlit: GLbitfield {
ColorBuffer = GL_COLOR_BUFFER_BIT, /**< Color buffer */ ColorBuffer = GL_COLOR_BUFFER_BIT, /**< Color buffer */

1
src/AbstractShaderProgram.h

@ -316,6 +316,7 @@ comes in handy.
@see @ref portability-shaders @see @ref portability-shaders
@todo Use Containers::ArrayReference for setting uniform arrays?
@todo Compiling and linking more than one shader in parallel, then checking @todo Compiling and linking more than one shader in parallel, then checking
status, should be faster -- https://twitter.com/g_truc/status/352778836657700866 status, should be faster -- https://twitter.com/g_truc/status/352778836657700866
@todo `GL_NUM_{PROGRAM,SHADER}_BINARY_FORMATS` + `GL_{PROGRAM,SHADER}_BINARY_FORMATS` (vector), (@extension{ARB,ES2_compatibility}) @todo `GL_NUM_{PROGRAM,SHADER}_BINARY_FORMATS` + `GL_{PROGRAM,SHADER}_BINARY_FORMATS` (vector), (@extension{ARB,ES2_compatibility})

2
src/Shader.h

@ -42,6 +42,8 @@ namespace Magnum {
See @ref AbstractShaderProgram for more information. See @ref AbstractShaderProgram for more information.
@todoc Usage...
@section Shader-performance-optimization Performance optimizations @section Shader-performance-optimization Performance optimizations
%Shader limits and implementation-defined values (such as @ref maxUniformComponents()) %Shader limits and implementation-defined values (such as @ref maxUniformComponents())

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