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☐ Slot when multiple uniform use same texture.
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☐ clear, viewport 等属性移出来作为 render 参数,去掉 saveClear, restoreClear
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☐ Renderer 实现状态资源管理,GC?
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☐ SKINNING 应该跟 shader 和 material 无关?
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☐ Add a skinning demo, including split.
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☐ Add a mesh merge demo.
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☐ Add a PSSM demo
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☐ StaticGeometry => Geometry
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✔ Texture width, height 与 image 同步, 自动 mark dirty @done (17-06-28 10:48)
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☐ Shadow map alpha test
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☐ 所有 cache 放入 instance 中,比如 compositor 的 texturePool
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☐ directional shadow 摄像机裁剪计算有问题,skinned 的 mesh boundingbox 计算不正确
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Fixed bounding box ?
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✔ getVertexNumber => vertexCount @done (16-08-18 13:04)
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✔ Shadow map in Directional light @done (13-07-01 18:26)
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✔ PCF @done (13-07-01 18:26)
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☐ Program cache
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☐ Remove attachShader, use shader setter instead
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☐ Texture leak from other materials if texture is null
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☐ normal and roughness texture sRGB
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☐ fbx2gltf 对 dae 好像会忽略最顶层对象的变换
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☐ fbx2gltf 对于在有变换的节点下的 joints 支持有问题
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☐ loose context handling
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☐ 参数统一都是 gl 或者 renderer?(现在是 gl,有些必须要是 renderer 的时候才是 renderer)
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☐ gbuffer binary search seems useless
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✔ buildin > qtek @done (16-09-07 20:06)
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☐ GLTF 只导入导出动画
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☐ 同步 qtek, zrender Clip 对象,单个 clip 继续和暂停
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✔ Dispose !!! @done (13-10-10 13:31)
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✔ Shadow Map Dispose @done (13-10-29 17:47)
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☐ Compositor dispose
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☐ Dispose the unused light shadow map
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☐ Shadow map handling after node disposed
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✔ Shadow map of point light (map distance to 0 - 1) @done (13-10-10 13:32)
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✔ Skinning 也有点问题 @done (13-09-20 21:44)
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✔ Quaternion to euler
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✔ slow in chrome !!!! @done (13-09-20 21:44)
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✔ transparent, depth test, depth write, @done (13-08-04 18:47)
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✔ skybox, reflection map @done (13-08-18 15:52)
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✔ frustum culling @done (13-11-13 21:15)
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✔ particle system @done (13-11-12 15:44)
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✔ Bounding Box @done (13-11-13 21:15)
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✔ Performance @done (13-11-22 16:33)
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✔ Texture load error handling @done (13-12-19 13:27)
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✔ Parse Defines @done (13-12-02 11:03)
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✔ Sphere noramls wrong @done (13-11-30 14:12)
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✔ Rewrite Skybox @done (13-11-30 14:11)
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✔ FX Loader auto fit width and height @done (13-12-19 13:27)
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✔ Orbit Control @done (13-12-11 10:56)
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✔ dds loader @done (13-12-19 13:27)
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✔ frustum culling problem @done (13-12-24 17:28)
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✔ !!!Eearly z culling @done (14-01-01 21:22)
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✔ !!!Physically based shading @done (14-01-01 21:22)
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✔ InstantGeometry needs to be removed @done (13-12-31 14:06)
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✔ Viewport get and set, clear push and pop @done (14-01-08 13:32)
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✔ Early z culling support skinning @done (14-01-08 13:32)
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Directly skipped skinned mesh
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✔ Loader load multiple resources!!!!! @done (14-01-08 13:32)
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Use promise on request
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Decide one resource on loader
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✔ Cascade Shadow Map @done (14-01-08 13:33)
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✔ !!!fbx2gltf new spec @done (14-02-17 11:13)
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✔ GLTF Converter Split Mesh By Material and support deformer @done (14-02-17 11:14)
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✔ Ray Intersection @done (14-02-17 11:14)
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✔ !!!Hemisphere light @done (14-02-17 11:14)
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✔ !!!firefox some control bug, first person control and scroll in orbit control @done (14-02-17 11:14)
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✔ !!!!BLEND CLIP TEST @done (14-02-17 11:14)
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☐ GPU Morphing
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✔ Frustum culling 优化 (cubes demo) @done(18-04-21 16:08)
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☐ Environment map fresnel
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☐ EnvironmentMapPass problem in Window
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☐ Relative Viewport
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☐ Camera animation helper
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☐ qtek log
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☐ GL Parameters like MAX_TEXTURE_SIZE
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☐ ShadowMap Review, pass in scene, renderer, camera on create
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☐ Geometry attributes manipulation interface
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✔ Parallax corrected cubemap @done(18-04-21 16:08)
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☐ Sub mesh
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☐ Tessellation
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☐ TGA Loader
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✔ pcf kernel size and blur size, bleedBias @done (16-11-08 15:34)
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☐ Shader uniform parse:
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uniform float a, b, c;
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☐ mirror
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☐ decals
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☐ !!!transparent shadow
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☐ Playback speed control
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☐ LOD
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☐ Handle the situation when mesh change from receive shadow to not receive
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☐ Compositor group rewrite
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✔ Renderer.disposeNode consider the sharing shader and material @done (15-01-02 13:22)
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☐ Particle dispose
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☐ Node.queryNode
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☐ Particle Loader
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☐ Resource package loader
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☐ Particle renderer can use billboard and point cloud
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☐ Animation memory cost
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☐ 完善的浏览器判断
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☐ !!!!在用 compositor 渲染的时候不要直接绑定 FrameBuffer
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☐ !!!!DDS loader test
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☐ TransparentMaterial
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☐ Emmisive texture
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TEST:
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✔ Test util functions @done (14-02-17 11:15)
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✔ Ray.intersectPlane, Ray.mirrorAgainstPlane, Plane.applyTransform, Plane.projectPoint @done (14-02-25 11:17)
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☐ Compositor test on referenceence
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☐ Static methods of Vector and Matrix
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✔ Light, Camera, Renderable clone @done (15-01-02 13:21)
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✔ Async @done (14-05-28 09:43)
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PENDING:
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☐ Blend Clip output ?????????
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☐ Point light and spot light attenuation
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☐ Transform pivot
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☐ enableAttributes ?????
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☐ 去掉多 context 支持?
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Problems:
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✔ Material will use other texture when its texture is not renderable @done (14-02-10 15:15)
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✔ depth func @done (13-12-03 13:56)
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✔ face culling @done (13-11-13 21:16)
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✔ Frustum culling of plane @done (14-02-10 15:15)
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☐ Compositor : optimize the node not in the rendering chain, the reference will still be added and will not be removed
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☐ Unprojection ?????? |