Reviewed code TODOs

This commit is contained in:
raysan5 2016-02-12 12:22:56 +01:00
parent 685273675b
commit 823abf666e
7 changed files with 19 additions and 25 deletions

View file

@ -171,7 +171,7 @@ typedef struct {
typedef struct {
GLuint textureId;
int vertexCount;
// TODO: DrawState state -> Blending mode, shader
// TODO: Store draw state -> blending mode, shader
} DrawCall;
// pixel type (same as Color type)
@ -1475,11 +1475,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
// Calculate model-view-projection matrix (MVP)
Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
// NOTE: Drawing in OpenGL 3.3+, matrices are passed to shader
// TODO: Reduce number of matrices passed to shaders, use only matMVP
//glUniformMatrix4fv(model.material.shader.modelLoc, 1, false, MatrixToFloat(matModel));
//glUniformMatrix4fv(model.material.shader.viewLoc, 1, false, MatrixToFloat(matView));
// Send combined model-view-projection matrix to shader
glUniformMatrix4fv(model.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
// Apply color tinting to model
@ -1900,7 +1896,7 @@ void rlglGenerateMipmaps(Texture2D texture)
int mipmapCount = GenerateMipmaps(data, texture.width, texture.height);
// TODO: Adjust mipmap size depending on texture format!
int size = texture.width*texture.height*4;
int size = texture.width*texture.height*4; // RGBA 32bit only
int offset = size;
int mipWidth = texture.width/2;