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authorKyle K <kylek389@gmail.com>2010-10-18 00:31:45 -0500
committerKamil Kaminski <kamilkss@gmail.com>2010-10-18 00:31:45 -0500
commitea12bde39cddd38ddbce2397c99565b8cfc525c4 (patch)
tree9cc51e8048d24e43aed40d286898b2e81c9702de
parent8830c99152df55e674be75600e0a3dca1ac99e3e (diff)
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GL_todo.txt: new thoughts, commit below should read *GL_notes.txt*
-rw-r--r--sdl/GL_notes.txt4
-rw-r--r--sdl/GL_todo.txt5
2 files changed, 5 insertions, 4 deletions
diff --git a/sdl/GL_notes.txt b/sdl/GL_notes.txt
index f012068..29e2942 100644
--- a/sdl/GL_notes.txt
+++ b/sdl/GL_notes.txt
@@ -59,8 +59,8 @@ Pipeline
Shadowmap
- getting the depth buffer from lights point of view of the scene, we don't swap
we only care about raw geometry
- we regenerate the shadow map if the light or boject moves, or window size changes
+ we regenerate the shadow map if the light or object moves, or window size changes
first we draw the scene with dim lighting, then we double the the values of lighting
- one depth buffer is written to the backbuffer, we retrieve that into a texture, then
+ once depth buffer is written to the backbuffer, we retrieve that into a texture, then
lots of magic is done to project the texture/shadow map back into the final scene
diff --git a/sdl/GL_todo.txt b/sdl/GL_todo.txt
index e269185..4c2303e 100644
--- a/sdl/GL_todo.txt
+++ b/sdl/GL_todo.txt
@@ -1,5 +1,6 @@
pass for now:
-- cast a shadow
+- cast a shadow | can be done using shadow map
+- reflection, build on blending, needs stencil magic? | possible with shaders?
wip:
- extend m3d
@@ -10,9 +11,9 @@ todo:
- look at mesa's sources and borrow OSD stuff
- GL error checking and extensions
- split SDL
-- reflection, build on blending, needs stencil magic?
- draw inhabitants, that would accept a texture id
- fps counter in seperate file, could draw to SDL surface
+- remap the keys, so we can fly in the scene
pyramid:
- could do with 2 textures and practice generating and binding textures