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