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Removed "wontfix" TODOs.

* Calling *Mesh::draw() with parameter to start on arbitrary vertex
   index might give users more freedom than they want to have (e.g.
   lines rendered where gaps should be, broken triangle strips...).
 * Single-precision floats have meaningful precision of ~6 decimal
   places, everything after that would be random garbage anyway, so we
   don't need anything "more precise" for icosphere.
 * Texture1D can have only one target and it can be used as framebuffer
   target.
pull/7/head
Vladimír Vondruš 14 years ago
parent
commit
e5db59aad5
  1. 2
      src/Framebuffer.h
  2. 1
      src/IndexedMesh.cpp
  3. 1
      src/Mesh.cpp
  4. 2
      src/Primitives/Icosphere.h
  5. 3
      src/SceneGraph/FeatureGroup.h

2
src/Framebuffer.h

@ -228,7 +228,6 @@ class MAGNUM_EXPORT Framebuffer: public AbstractFramebuffer {
* @requires_gl Only 2D and 3D textures are available in OpenGL ES.
*/
inline void attachTexture1D(DepthStencilAttachment depthStencilAttachment, Texture1D* texture, GLint mipLevel) {
/** @todo Check for texture target compatibility */
(this->*texture1DImplementation)(GLenum(depthStencilAttachment), texture, mipLevel);
}
@ -246,7 +245,6 @@ class MAGNUM_EXPORT Framebuffer: public AbstractFramebuffer {
* @requires_gl Only 2D and 3D textures are available in OpenGL ES.
*/
inline void attachTexture1D(std::uint8_t colorAttachment, Texture1D* texture, GLint mipLevel) {
/** @todo Check for texture target compatibility */
(this->*texture1DImplementation)(GL_COLOR_ATTACHMENT0 + colorAttachment, texture, mipLevel);
}
#endif

1
src/IndexedMesh.cpp

@ -37,7 +37,6 @@ void IndexedMesh::draw() {
bind();
/** @todo Start at given index */
glDrawElements(static_cast<GLenum>(primitive()), _indexCount, static_cast<GLenum>(_indexType), nullptr);
unbind();

1
src/Mesh.cpp

@ -92,7 +92,6 @@ void Mesh::draw() {
bind();
/** @todo Start at given index */
glDrawArrays(static_cast<GLenum>(_primitive), 0, _vertexCount);
unbind();

2
src/Primitives/Icosphere.h

@ -32,8 +32,6 @@ template<std::size_t subdivisions> class Icosphere;
@brief 3D icosphere primitive with zero subdivisions
Indexed triangle mesh with normals.
@todo Use own computed (and more precise) icosahedron data, not these stolen
from Blender.
*/
template<> class Icosphere<0>: public Trade::MeshData3D {
public:

3
src/SceneGraph/FeatureGroup.h

@ -80,9 +80,6 @@ class FeatureGroup {
* @see remove(), AbstractGroupedFeature::AbstractGroupedFeature()
*/
FeatureGroup<dimensions, Feature, T>* add(Feature* feature) {
/** @todo Assert the same scene for all items? -- can't easily
watch when feature object is removed from hierarchy */
/* Remove from previous group */
if(feature->_group)
feature->_group->remove(feature);

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