- Class D3D9::DepthStencilTexture
- Add all possible ways to construct the texture.
- Member D3D9::Device::Device (HWND hWnd, bool bFullScreen)
- Add ability to construct Device object with full range of options allowed by raw D3D: Depth buffer bpp, Color buffer bpp, FullScreen, and everything included in struct D3DPRESENT_PARAMETERS (from raw D3D), etc.
- Member D3D9::Device::SetFVF (DWORD fvf)
- Because this function is obsolete and can be fully emulated using VertexDeclaration class, I'm considering to remove it from the interface in the future, because this relic function only clutters the Device interface and do not conform to recommended way of setting vertex declaration for DX9.
- Class D3D9::ErrorList
- Currently, this class simply holds list of strings describing the error(s) occurred. This is clearly not good design. Instead, hierarchy of D3D9_wrapper-related exception classes should be designed. For example D3D9::Excp_DeviceLost, D3D9::Excp_ResourceCreationFailed.
- Member D3D9::ErrorList::ErrorList ()
- Ideally this must be derived from C++ main exception class, but I'm too lazy now to investigate that.. maybe later ;o)
- Class D3D9::FixedPixelShader
- This functionality is NOT implemented yet. Support for it should be written.
- Member D3D9::FixedPixelShader::FixedPixelShader (Device &n_device)
- This functionality is NOT implemented yet. Support for it should be written, and members to control texture combiner and other aspects of fixed-function pixel pipeline should be added.
- Member D3D9::FixedVertexShader::Light::set_attenuation (math::scalar_t linear, math::scalar_t squared, math::scalar_t exponential)
- Find out what types of lights are affected by attenuation and update documentation of this method :)
- Class D3D9::IndexArray< _index_data_t, _index_caps >
- Develop good interface and implement both IndexArray and IndexArray::LockedArea classes, and TEST THEM.
- Class D3D9::RenderTargetSurface
- Implement and add mising interface methods to cover D3D functionality.
- Class D3D9::RenderTargetTexture
- Add all possible ways to construct the texture.
- Class D3D9::Surface
- Add all possible ways to construct the Surface.
- Class D3D9::Texture
- Add all possible ways to construct the texture.
- Class D3D9::TextureMipmapSurface
- Implement and add mising interface methods to cover D3D functionality.
- Member geometry::tri_mesh::calc_vertex_normals ()
- Smart smoothing (angle threshold) is not implemented yet. Without it - sharp angles between polygons (such as in cubes and diamonds) will appear "rounded".
- Namespace D3D9
- Research impact of copy-construction and assignment when resources such as VertexBuffer are placed in STL containers. Currently each such copy involve Resource->AddRef() call via COM interface. This should be very fast, but it's still call of function via pointer, and I don't like this fact ;o)
- Namespace FS
- I feel that "factory" model used in this library is a bit flawed. This is because it exposes raw unmanaged pointers (risk of pointer corruption), and because it forces the user to call "delete" on these pointers to explicitly release them. This, in my opinion, is bad design, so it should be fixed to something resembling "smart pointers" or std::auto_ptr<> in behavior to represent file and filesystem resources
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