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Todo:

  • Add const screen width / height settings
  • Add Alpha Textures / Blending Support
  • Try deferring Color -> GraphicsParameters conversion until later/Blitting Phase
  • Exporter improvements
    • Pretty format the modfile somehow
    • Add support for multiple skeletons
      • Consider Separate exporting of skeleton, animations?? based on config
  • Convert rendering to lib, separate out game from rendering
  • Trivially depth reject tiles
    • Store lowest depth value in tile
    • Reject triangle if its lowest Z is higher than tiles
    • May only be possible if we write the entire tile
  • Use Mesh Shader instead of Vertex Shader, option to include Triangle Components
  • Consider reworking Shader Input Parameters (support Vec, Mat) instead of [f32; N]
  • Separate geometry and fragment stages
  • Consider a "render pass" with a command buffer
  • Reconsider tiled rendering (last attempt was too slow)
  • Deferred Rendering?
  • PBR Shader?

Helmet Model Textures 0 - Diffuse Texture 1 - Metallic Roughness 2 - Emissive 3 - Occlusion Map 4 - Normals


chatGPT Optimization Suggestions:

Raster/Rendering Level SIMD: Done BB Clipping: Done Back-Face Culling: Done Early Depth Testing: Done Scanline Algorithms: TODO, see https://oa.upm.es/9184/1/INVE_MEM_2010_84947.pdf

Application Level: Spatial Partitioning LUTs

General: Cache-Aware Optimization: TODO Profile and Benchmark: TODO Data-Oriented Design: TODO Compiler Optimization Flags: Done