From e5db59aad5b7adeccd62667117477e2ee5ac6965 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Wed, 19 Dec 2012 22:58:51 +0100 Subject: [PATCH] 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. --- src/Framebuffer.h | 2 -- src/IndexedMesh.cpp | 1 - src/Mesh.cpp | 1 - src/Primitives/Icosphere.h | 2 -- src/SceneGraph/FeatureGroup.h | 3 --- 5 files changed, 9 deletions(-) diff --git a/src/Framebuffer.h b/src/Framebuffer.h index 6bc7104a0..ec638d3b6 100644 --- a/src/Framebuffer.h +++ b/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 diff --git a/src/IndexedMesh.cpp b/src/IndexedMesh.cpp index b64885fae..2a09a70b6 100644 --- a/src/IndexedMesh.cpp +++ b/src/IndexedMesh.cpp @@ -37,7 +37,6 @@ void IndexedMesh::draw() { bind(); - /** @todo Start at given index */ glDrawElements(static_cast(primitive()), _indexCount, static_cast(_indexType), nullptr); unbind(); diff --git a/src/Mesh.cpp b/src/Mesh.cpp index 67260b7cf..32dde612a 100644 --- a/src/Mesh.cpp +++ b/src/Mesh.cpp @@ -92,7 +92,6 @@ void Mesh::draw() { bind(); - /** @todo Start at given index */ glDrawArrays(static_cast(_primitive), 0, _vertexCount); unbind(); diff --git a/src/Primitives/Icosphere.h b/src/Primitives/Icosphere.h index 9e1b275ba..93eb72aeb 100644 --- a/src/Primitives/Icosphere.h +++ b/src/Primitives/Icosphere.h @@ -32,8 +32,6 @@ template 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: diff --git a/src/SceneGraph/FeatureGroup.h b/src/SceneGraph/FeatureGroup.h index 3aecc66d1..f91a2b6a4 100644 --- a/src/SceneGraph/FeatureGroup.h +++ b/src/SceneGraph/FeatureGroup.h @@ -80,9 +80,6 @@ class FeatureGroup { * @see remove(), AbstractGroupedFeature::AbstractGroupedFeature() */ FeatureGroup* 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);