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Home Page: http://igor.logasoft.co.nz/doxygen/index.html
License: GNU Lesser General Public License v3.0
Igor Game Engine
Home Page: http://igor.logasoft.co.nz/doxygen/index.html
License: GNU Lesser General Public License v3.0
reinstate use of unit tests and write more of them!
add z-index to iView so we can better control the render order
right now particles are rendered per system and within a system not in order
there is big gaps in voxel based terrain when using run time editing.
there might be some alignment problems with data in neighboring LOD
SelectBox needs to be able to close when going out of focus
right now there is a fix 1:1:1:1:1 relation between view, render target (currently only the window), scene, camera and octree
and we need to change that so we can use one scene for multiple render targets and on top with multiple cameras
it's a long term ongoing process. No clue where this is going ...
in the particles example some of the particle systems generate some weird and wrong particles that seem to exist in the wrong time and place. after a few seconds everything turns fine
crashes after pressing the space bar to create a new set of plants
probably somewhere in iNodeModel or iNodeMesh there is a reference to the diffuse textures left.
See 3D Example to reproduce
have a look at Assimp for loading models
currently not doing much
need to implement context menu for the widget system
e.g. for material IDs or widget IDs etc.
would be great if we can manipulate objects in Model Viewer via mouse !!!
yeah that one would be nice.
But there are a lot of other things to do before we can look in to the rendering again
where can we put the doxygen documentation? github?
need a new simple test level
sometimes there is no reaction after a key was pressed
transfer from https://sourceforge.net/projects/igor3d/
to github.com/tanzfisch/Igor
when generating the scene tree within the graph view the nodes are displayed in wrong order
some of the calculated normals are obviously brocken
cause is probably in iMeshBuilder
brush up the basic totorials and also write a wiki page for it
need a solution to use mesh based emitters
need to be able to export and import emitters
sometimes parent nodes do not get the dirty flag set
no time to look in to that right now but it will get urgent qucikly I guess
It's about time to switch to tinyXML2 but this time we should integrate it via a submodule...
I hate git submodules -.-
will do it anyway
we need to generate LODs for voxel based meshs
the voxel data it self can handle multiple materials already
but during the mesh generation that information is ignored
rendering meshs using instancing currently results in black contours. probably because the target material is not set.
since the target material did not exist before it's not respected for instancing. have to dig deeper in to this one to figure out what there is to do
On top of that instancing was temporary removed during the changes in #55 so that needs to be repaired too. I figured it would fit right in here
not sure If we need that. let's see first what we can do with Vulkan
would be nice to be able to edit particle systems in ModelViewer soon
OBJ loader cant handle spaces in paths
currently the octree has a fixed size. this has to change. that would be an other step towards endless scene size
e.g.
mbstowcs
requested from an artist... so we should have that!
wrap or rewrite all std types or only use base types in interfaces. all these solutions suck
Before MeshBuilder was reimplemented the last time it had a feature that respected sharp edges while calculating normals. Would be great if we had that again!
remove all the auto generation und paging stuff.
just create a simple to understand example how to use voxels and create meshes out of it
currently any movement depending on time is based on the frame rate and not on actual time we need to fix that
don't allow to directly create iTextureFont but use a factory
add time stamp to log entries
error, warning, info, assert and debug
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