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Memo.txt
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Memo.txt
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* TODO
- !! In real device, changing representation sometimes leads to blank screen or crash
- !! ES 2.0 doesn't work on Android Simulator due to shader link error. It works on Nexus 7 (2013).
- Clean up NdkView.java (especially onDrawFrame)
- Build system for Android 1.6 (OpenGL ES 1.0)
Now we have to edit GLES.hpp, Applicatin.mk, Android.mk, AndroidManifest.xml, NDKmolActivity.java
- Support screen rotation in Android
- Add UI for slab, contour level
- Fix translation (pan) in Android
- Do we need glDisable(GL_CULL_FACE); ?
- Line does not use VBO yet
- Centering by double tapping
- Volume Renderer
- Fix lighting (in ES2)
- Fix lighting (in ES1; VBOSphere doesn't preserve lighting settings?)
- Better matrix handling (transposed or not)
- Handle OpenGL context lost
- Refactor VBOSphere & VBOCylinder
- Refactor Sphere/Cylinder Geometory
(remove static variables)
- Instancing for spheres and cylinders
- FPS monitor
- Autorotate
- Improve MatRenderer (reverse loop order for better cache hit)
- Interleaved array
- Reduce colors to UNSIGNED_BYTE * 3, not FLOAT * 4
- Better packing diagram (bring back to the cell)
- Fix loop
- Stereo
- Picker
- Labels
- Sequence view
* DONE
- Port to OpenGL ES 2.0 (almost DONE)
- Fix BAD_ACCESS error in VBO
This was due to access to nVertices before initialization
- Make everything VBO (necessary for WebGL)
But how much VRAM do we have?
Can we kill vertexBuffer, etc after uploading it to VRAM?
* Supported platforms
OpenGL ES 2.0 : Almost all iOS, Android 2.2-
OpenGL ES 3.0 : iOS 7 with A7 core and higher, Android 4.3-