Difference between revisions of "TimeServ's Todo"
From FTE
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* Edge clamp for sprite entities | * Edge clamp for sprite entities | ||
* Redo the input system to correctly support split clients | * Redo the input system to correctly support split clients | ||
− | |||
* Option to move entity lighting/etc to a shader (per fragment lighting) | * Option to move entity lighting/etc to a shader (per fragment lighting) | ||
* Isolate replacement texture loading from renderer | * Isolate replacement texture loading from renderer | ||
Line 21: | Line 20: | ||
* Simple loading screen | * Simple loading screen | ||
* Clean up texturechain rendering with a function pointer instead of all those if statements | * Clean up texturechain rendering with a function pointer instead of all those if statements | ||
+ | * Paint channel functions uses a lookup table for sample*volume, this limits volume differences to 32 levels so remove it | ||
+ | * Fix the sound mixing issue that causes pops about every 1/4 sec | ||
=== Stuff that needs to be tracked down and/or fixed === | === Stuff that needs to be tracked down and/or fixed === |
Revision as of 07:35, 8 May 2006
Assigned Items
- Move rest of modified and cvar value checks to callbacks.
- Clean up FTE's string parsing (it's duplicated about 10 times in the code)
- Add a cvar to use glArrayElement instead of glDrawElements (maybe have a swappable wrapper function?)
- Fix r_viewmodelsize
- Fix SW r_drawflat
Ideas that I don't necessarily want to implement
- Correctly reload the particle descriptions when certain particle cvars are changed
- Maintain model effects and trails with the particle system so it gets redone on vid_restart properly
- Edge clamp for sprite entities
- Redo the input system to correctly support split clients
- Option to move entity lighting/etc to a shader (per fragment lighting)
- Isolate replacement texture loading from renderer
- Different style of doing releases (update release branches to fix major issues?)
- Formalized test plan
- Complete server restart command (for rcon)
- Simple loading screen
- Clean up texturechain rendering with a function pointer instead of all those if statements
- Paint channel functions uses a lookup table for sample*volume, this limits volume differences to 32 levels so remove it
- Fix the sound mixing issue that causes pops about every 1/4 sec
Stuff that needs to be tracked down and/or fixed
- FTEQCC +=, -=, ++, -- strangeness
- FTEQCC wrong error line number and file with missing files in progs.src
- MorphOS/Linux input lockups
- HUD plugin lockups
- SW using dinput breaks with menu input
- Quake 3 map tracing/collision issues