REVIEWED: Some old TODOs
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05af08080e
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838fc7e303
4 changed files with 8 additions and 12 deletions
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@ -1389,7 +1389,7 @@ Music LoadMusicStream(const char *fileName)
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else if (music.ctxType == MUSIC_AUDIO_MP3) { drmp3_uninit((drmp3 *)music.ctxData); RL_FREE(music.ctxData); }
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else if (music.ctxType == MUSIC_AUDIO_MP3) { drmp3_uninit((drmp3 *)music.ctxData); RL_FREE(music.ctxData); }
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#endif
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#endif
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#if defined(SUPPORT_FILEFORMAT_QOA)
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#if defined(SUPPORT_FILEFORMAT_QOA)
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else if (music.ctxType == MUSIC_AUDIO_QOA) { /*TODO: Release QOA context data*/ RL_FREE(music.ctxData); }
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else if (music.ctxType == MUSIC_AUDIO_QOA) qoaplay_close((qoaplay_desc *)music.ctxData);
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#endif
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#endif
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#if defined(SUPPORT_FILEFORMAT_FLAC)
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#if defined(SUPPORT_FILEFORMAT_FLAC)
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else if (music.ctxType == MUSIC_AUDIO_FLAC) drflac_free((drflac *)music.ctxData, NULL);
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else if (music.ctxType == MUSIC_AUDIO_FLAC) drflac_free((drflac *)music.ctxData, NULL);
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@ -1416,8 +1416,7 @@ void rlVertex3f(float x, float y, float z)
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx;
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy;
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// TODO: Add current normal
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// WARNING: By default rlVertexBuffer struct does not store normals
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// By default rlVertexBuffer type does not store normals
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// Add current color
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// Add current color
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
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RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr;
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@ -2047,7 +2046,7 @@ void rlglInit(int width, int height)
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if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
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if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL))
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{
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{
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glDebugMessageCallback(rlDebugMessageCallback, 0);
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glDebugMessageCallback(rlDebugMessageCallback, 0);
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// glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); // TODO: Filter message
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// glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE);
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// Debug context options:
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// Debug context options:
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// - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
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// - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints
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@ -2648,7 +2647,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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// Update batch vertex buffers
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// Update batch vertex buffers
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//------------------------------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------------------------------
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// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
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// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
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// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
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// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?)
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if (RLGL.State.vertexCounter > 0)
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if (RLGL.State.vertexCounter > 0)
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{
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{
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// Activate elements VAO
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// Activate elements VAO
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@ -4525,7 +4525,7 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int
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animations[a].boneCount = iqmHeader->num_poses;
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animations[a].boneCount = iqmHeader->num_poses;
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animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo));
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animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo));
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animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *));
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animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *));
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// animations[a].framerate = anim.framerate; // TODO: Use framerate?
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// animations[a].framerate = anim.framerate; // TODO: Use animation framerate data?
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for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
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for (unsigned int j = 0; j < iqmHeader->num_poses; j++)
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{
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{
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@ -4825,7 +4825,7 @@ static Model LoadGLTF(const char *fileName)
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TRACELOG(LOG_DEBUG, " > Textures count: %i", data->textures_count);
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TRACELOG(LOG_DEBUG, " > Textures count: %i", data->textures_count);
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// Force reading data buffers (fills buffer_view->buffer->data)
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// Force reading data buffers (fills buffer_view->buffer->data)
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// NOTE: If an uri is defined to base64 data or external path, it's automatically loaded -> TODO: Verify this assumption
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// NOTE: If an uri is defined to base64 data or external path, it's automatically loaded
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result = cgltf_load_buffers(&options, data, fileName);
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result = cgltf_load_buffers(&options, data, fileName);
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if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName);
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if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName);
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@ -5517,7 +5517,6 @@ static Model LoadVOX(const char *fileName)
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memcpy(pmesh->vertices, pvertices, size);
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memcpy(pmesh->vertices, pvertices, size);
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// Copy indices
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// Copy indices
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// TODO: Compute globals indices array
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size = voxarray.indices.used*sizeof(unsigned short);
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size = voxarray.indices.used*sizeof(unsigned short);
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pmesh->indices = RL_MALLOC(size);
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pmesh->indices = RL_MALLOC(size);
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memcpy(pmesh->indices, pindices, size);
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memcpy(pmesh->indices, pindices, size);
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@ -5803,7 +5802,7 @@ static Model LoadM3D(const char *fileName)
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model.bindPose[i].rotation.z = m3d->vertex[m3d->bone[i].ori].z;
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model.bindPose[i].rotation.z = m3d->vertex[m3d->bone[i].ori].z;
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model.bindPose[i].rotation.w = m3d->vertex[m3d->bone[i].ori].w;
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model.bindPose[i].rotation.w = m3d->vertex[m3d->bone[i].ori].w;
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// TODO: if the orientation quaternion not normalized, then that's encoding scaling
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// TODO: If the orientation quaternion is not normalized, then that's encoding scaling
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model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation);
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model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation);
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model.bindPose[i].scale.x = model.bindPose[i].scale.y = model.bindPose[i].scale.z = 1.0f;
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model.bindPose[i].scale.x = model.bindPose[i].scale.y = model.bindPose[i].scale.z = 1.0f;
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@ -326,8 +326,6 @@ Image LoadImageAnim(const char *fileName, int *frames)
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frameCount = 1;
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frameCount = 1;
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}
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}
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// TODO: Support APNG animated images
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*frames = frameCount;
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*frames = frameCount;
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return image;
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return image;
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}
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}
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@ -1252,6 +1250,7 @@ Image ImageText(const char *text, int fontSize, Color color)
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}
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}
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// Create an image from text (custom sprite font)
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// Create an image from text (custom sprite font)
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// WARNING: Module required: rtext
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Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint)
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Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint)
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{
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{
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Image imText = { 0 };
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Image imText = { 0 };
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@ -1305,7 +1304,6 @@ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Co
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// Using nearest-neighbor scaling algorithm for default font
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// Using nearest-neighbor scaling algorithm for default font
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// TODO: Allow defining the preferred scaling mechanism externally
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// TODO: Allow defining the preferred scaling mechanism externally
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// WARNING: Module required: rtext
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if (font.texture.id == GetFontDefault().texture.id) ImageResizeNN(&imText, (int)(imSize.x*scaleFactor), (int)(imSize.y*scaleFactor));
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if (font.texture.id == GetFontDefault().texture.id) ImageResizeNN(&imText, (int)(imSize.x*scaleFactor), (int)(imSize.y*scaleFactor));
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else ImageResize(&imText, (int)(imSize.x*scaleFactor), (int)(imSize.y*scaleFactor));
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else ImageResize(&imText, (int)(imSize.x*scaleFactor), (int)(imSize.y*scaleFactor));
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}
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}
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