☐ Slot when multiple uniform use same texture. ☐ clear, viewport 等属性移出来作为 render 参数,去掉 saveClear, restoreClear ☐ Renderer 实现状态资源管理,GC? ☐ SKINNING 应该跟 shader 和 material 无关? ☐ Add a skinning demo, including split. ☐ Add a mesh merge demo. ☐ Add a PSSM demo ☐ StaticGeometry => Geometry ✔ Texture width, height 与 image 同步, 自动 mark dirty @done (17-06-28 10:48) ☐ Shadow map alpha test ☐ 所有 cache 放入 instance 中,比如 compositor 的 texturePool ☐ directional shadow 摄像机裁剪计算有问题,skinned 的 mesh boundingbox 计算不正确 Fixed bounding box ? ✔ getVertexNumber => vertexCount @done (16-08-18 13:04) ✔ Shadow map in Directional light @done (13-07-01 18:26) ✔ PCF @done (13-07-01 18:26) ☐ Program cache ☐ Remove attachShader, use shader setter instead ☐ Texture leak from other materials if texture is null ☐ normal and roughness texture sRGB ☐ fbx2gltf 对 dae 好像会忽略最顶层对象的变换 ☐ fbx2gltf 对于在有变换的节点下的 joints 支持有问题 ☐ loose context handling ☐ 参数统一都是 gl 或者 renderer?(现在是 gl,有些必须要是 renderer 的时候才是 renderer) ☐ gbuffer binary search seems useless ✔ buildin > qtek @done (16-09-07 20:06) ☐ GLTF 只导入导出动画 ☐ 同步 qtek, zrender Clip 对象,单个 clip 继续和暂停 ✔ Dispose !!! @done (13-10-10 13:31) ✔ Shadow Map Dispose @done (13-10-29 17:47) ☐ Compositor dispose ☐ Dispose the unused light shadow map ☐ Shadow map handling after node disposed ✔ Shadow map of point light (map distance to 0 - 1) @done (13-10-10 13:32) ✔ Skinning 也有点问题 @done (13-09-20 21:44) ✔ Quaternion to euler ✔ slow in chrome !!!! @done (13-09-20 21:44) ✔ transparent, depth test, depth write, @done (13-08-04 18:47) ✔ skybox, reflection map @done (13-08-18 15:52) ✔ frustum culling @done (13-11-13 21:15) ✔ particle system @done (13-11-12 15:44) ✔ Bounding Box @done (13-11-13 21:15) ✔ Performance @done (13-11-22 16:33) ✔ Texture load error handling @done (13-12-19 13:27) ✔ Parse Defines @done (13-12-02 11:03) ✔ Sphere noramls wrong @done (13-11-30 14:12) ✔ Rewrite Skybox @done (13-11-30 14:11) ✔ FX Loader auto fit width and height @done (13-12-19 13:27) ✔ Orbit Control @done (13-12-11 10:56) ✔ dds loader @done (13-12-19 13:27) ✔ frustum culling problem @done (13-12-24 17:28) ✔ !!!Eearly z culling @done (14-01-01 21:22) ✔ !!!Physically based shading @done (14-01-01 21:22) ✔ InstantGeometry needs to be removed @done (13-12-31 14:06) ✔ Viewport get and set, clear push and pop @done (14-01-08 13:32) ✔ Early z culling support skinning @done (14-01-08 13:32) Directly skipped skinned mesh ✔ Loader load multiple resources!!!!! @done (14-01-08 13:32) Use promise on request Decide one resource on loader ✔ Cascade Shadow Map @done (14-01-08 13:33) ✔ !!!fbx2gltf new spec @done (14-02-17 11:13) ✔ GLTF Converter Split Mesh By Material and support deformer @done (14-02-17 11:14) ✔ Ray Intersection @done (14-02-17 11:14) ✔ !!!Hemisphere light @done (14-02-17 11:14) ✔ !!!firefox some control bug, first person control and scroll in orbit control @done (14-02-17 11:14) ✔ !!!!BLEND CLIP TEST @done (14-02-17 11:14) ☐ GPU Morphing ✔ Frustum culling 优化 (cubes demo) @done(18-04-21 16:08) ☐ Environment map fresnel ☐ EnvironmentMapPass problem in Window ☐ Relative Viewport ☐ Camera animation helper ☐ qtek log ☐ GL Parameters like MAX_TEXTURE_SIZE ☐ ShadowMap Review, pass in scene, renderer, camera on create ☐ Geometry attributes manipulation interface ✔ Parallax corrected cubemap @done(18-04-21 16:08) ☐ Sub mesh ☐ Tessellation ☐ TGA Loader ✔ pcf kernel size and blur size, bleedBias @done (16-11-08 15:34) ☐ Shader uniform parse: uniform float a, b, c; ☐ mirror ☐ decals ☐ !!!transparent shadow ☐ Playback speed control ☐ LOD ☐ Handle the situation when mesh change from receive shadow to not receive ☐ Compositor group rewrite ✔ Renderer.disposeNode consider the sharing shader and material @done (15-01-02 13:22) ☐ Particle dispose ☐ Node.queryNode ☐ Particle Loader ☐ Resource package loader ☐ Particle renderer can use billboard and point cloud ☐ Animation memory cost ☐ 完善的浏览器判断 ☐ !!!!在用 compositor 渲染的时候不要直接绑定 FrameBuffer ☐ !!!!DDS loader test ☐ TransparentMaterial ☐ Emmisive texture TEST: ✔ Test util functions @done (14-02-17 11:15) ✔ Ray.intersectPlane, Ray.mirrorAgainstPlane, Plane.applyTransform, Plane.projectPoint @done (14-02-25 11:17) ☐ Compositor test on referenceence ☐ Static methods of Vector and Matrix ✔ Light, Camera, Renderable clone @done (15-01-02 13:21) ✔ Async @done (14-05-28 09:43) PENDING: ☐ Blend Clip output ????????? ☐ Point light and spot light attenuation ☐ Transform pivot ☐ enableAttributes ????? ☐ 去掉多 context 支持? Problems: ✔ Material will use other texture when its texture is not renderable @done (14-02-10 15:15) ✔ depth func @done (13-12-03 13:56) ✔ face culling @done (13-11-13 21:16) ✔ Frustum culling of plane @done (14-02-10 15:15) ☐ Compositor : optimize the node not in the rendering chain, the reference will still be added and will not be removed ☐ Unprojection ??????