1.4 KiB
1.4 KiB
2021-02-08
- move entity rendering-enumeration into vk_scene
- refactor brush into brushes and separate rendering/buffer management
Next
- draw studio models as bounding boxes
- studio models
Planned
- move all consts to vk_const
- sprites
- what is GL_Backend*/GL_RenderFrame ???
- beams
- particles
- decals
- issue: transparent brushes are too transparent (train ride)
- render skybox
- mipmaps
- animated textures
- lightmap dynamic styles
- flashlight
- screenshot
- RTX
Someday
- (helps with RTX?) unified rendering (brush/studio models/...), each model is instance, instance data is read from storage buffers, gives info about vertex format, texture bindings, etc; which are read from another set of storage buffers, ..
- waf shader build step -- get from upstream
- embed shaders into binary
- verify resources lifetime: make sure we don't leak and delete all textures, brushes, models, etc between maps
- custom allocator for vulkan
- stats
- better 2d renderer: fill DRAWQUAD(texture, color, ...) command into storage buffer instead of 4 vertices
2021-02-06
- alpha test
- compare w/ gl R_SetRendeMode
- raster state
- color constants
- culling
- shaders s/map/brush/
- pipeline cache
- swapchain getting stale
- HUD sprites
- issue: lightmap sometimes gets corrupted on map load