125 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			125 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
 ☐ 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 ?????? |