andrew-pa / libqeg Goto Github PK
View Code? Open in Web Editor NEWcross platform graphics API (and game engine?)
cross platform graphics API (and game engine?)
Datablob is currently passed as a ptr, but it is just a hack so the data doesn't get deleted, needs to be better
add more formats, make better conv functions with array table, make more complete
Need a more compiler/ide independent structure
COSL should probably be in this repo, but its a lot of work to move it
Add them where needed, like DirectX needs to actually 'Reset' the ComPtr classes in order to get rid of them. Also some classes may be missing them in OpenGL, don't know
GL right now has no MSAA, but it could be implemented [GL_ARB_multisample]
many classes have resources that need to be released, but aren't. There is probably a huge number of leaks.
Add Geometry Shaders to COSL and support for libQEG
FPS camera currently has no mouse control, most examples on the internet suggest setting mouse back to the middle of the window each frame, which is reasonable, but it is hard to find a good place to do this
Render Target only shows the sky dome in OpenGL. Seems to be the sky rasterizer state because when that is disabled, it rendered fine, but the skydome doesn't work
Add a class that renders debug objects, like points, lines, vectors, basises, etc., without using a totally new mesh object and shaders and stuff. Have it like XNA's spritebatch so it has a begin/end functions, and render on end?
Add Tessellation shaders to COSL and libQEG support
Change render targets so that you can change the viewport for rendering, like when doing split screen or something
Mod keys (Ctrl, Shift, Alt) are not working how you might suppose (state::keydown(mod_key) && state::keydown(key)). Broken in OpenGL(GLFW) and DirectX
The project/solution files have my file structure/account name all over them
QEGtest is not a bad test bed, but there needs to be some kind of comprehensive test so that nothing is missed
Don't seem to work, but perhaps I can't tell. Maybe it's just weird or AMD drivers or something
This means that OpenGL sampler code would make sense for the trade off of duplicating DX ID3D11SamplerState objects.
This resolves issue #2 and also solve a variety of other GL problems. Could keep old GL backend if GLFW becomes out of date
DX and GL seem to still have different texture spaces, making textures go different directions in DX/GL
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