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removed andres todo list
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@@ -1,73 +0,0 @@
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0208 opengl
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X Make methods in PGL used by opengl protected, then remove gl from the public
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X GL methods
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X Texture wrapping option in PGraphics: textureWrap(mode)
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X Unwrap GLException to avoid confusion when common, non-GL errors occur.
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X Fix alpha issue:
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X http://code.google.com/p/processing/issues/detail?id=1156
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X Rework shader API: shader(PShader, TRIANGLES/LINES/POINTS), etc.
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X Fixed color update issues in PShapeOpenGL.
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X Implement mask(PImage) using a shader.
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X Add DISABLE_PERSPECTIVE_CORRECTED_STROKE hint for both points and lines,
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X remove DISABLE_PERSPECTIVE_CORRECTED_LINES
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X Add some more shader examples (monjori, etc)
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0208 video
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X Cleanup video API:
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X http://forum.processing.org/topic/gsoc-2012-processing-video#25080000001473557
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X http://code.google.com/p/processing/issues/detail?id=1170
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X Have Capture.list() return all supported resolutions, and use the string
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X as the argument for the capture object
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X Capture launches X11 on ML:
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X http://code.google.com/p/processing/issues/detail?id=1191
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X Wrong resolutions reported by list:
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X http://code.google.com/p/processing/issues/detail?id=1192
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0208 android
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X Issues on low-end phones:
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X http://code.google.com/p/processing/issues/detail?id=1145
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X Rotation problem on Android:
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X http://code.google.com/p/processing/issues/detail?id=1146
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processing-core
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_ Back-buffer support in shaders:
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_ http://code.google.com/p/processing/issues/detail?id=1169
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_ Allow for nested drawing of PGraphic objects:
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_ https://forum.processing.org/topic/already-called-begindraw-for-another-pgraphicsopengl-object-14-9-2012
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_ Decide on the names of the uniform and attribute variables in the shaders
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_ Revise/correct/update warning and error messages.
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_ Cleaner Implementation of PImage.loadPixels()
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- Rewrite PShapeOpenGL as a cache object of PShape.
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- Implement textMode(SHAPE) for 3D: http://code.google.com/p/processing/issues/detail?id=738
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_ some glitches with SVG shapes in P2D (load world.svg and disable style to see)
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_ simple bevel algorithm for retained mode tessellation
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_ if stroke weight is less than 1, the tessellator currently doesn't
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_ apply the path stroking algorithm, but a retained shape can be zoomed
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_ in to see the details of the strokes
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_ setting smooth(n) in a non-interactive sketch has no effect.
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_ Fix text rendering at non-integer coordinates.
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_ This might be useful: http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf
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_ Implement manual mipmap generation to take care of missing extension
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_ Beveling algorithm needs to add last bevel triangle between last and first
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_ vertex in closed loops.
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_ Lines, points and fill geometry should be handled separately in raw output in
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_ P2D.
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_ Properly handle very large stroke paths in P3D (create new index cache, etc).
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_ Re-implement (maybe) point rendering to use quads for round points (3D): use
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_ fragment shader to calculate pixels inside circle using the radius stored
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_ in point attributes. Need to properly take care of aliasing at the border.
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_ Also, consider instancing:
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_ http://nukecode.blogspot.com/2011/07/geometry-instancig-for-iphone-wip.html
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_ http://code.google.com/p/opengl-es-geometry-instancing/
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processing-video
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_ New gstreamer binaries from GStreamer SDK:
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_ http://docs.gstreamer.com/display/GstSDK/Installing+the+SDK
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_ http://cgit.freedesktop.org/gstreamer-sdk/cerbero/tree/
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processing-android
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_ noLoop/redraw not working
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_ Mipmaps are disabled, need manual generation
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_ make OpenGL examples work on emulator
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_ support for compressed textures:
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_ http://developer.android.com/guide/topics/graphics/opengl.html#textures
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