- 3d floors
- somewhat critical problem: ordering 3d floors by height means that the selection changes if you mousewheel the height above/below another floor
- maybe i should get rid of the duplicated extra_floor_t struct and instead give each sector just a list of the control sectors, then identify by those instead of index?
- could still stay sorted, even
- it IS possible to have the same control sector mapped to two 3d floors, though. but is that ever useful??
- i really wish i had faux flat/wall objects
- i REALLY WISH i could just pass around sector pointers and bail if they're bogus??
- can't highlight or select an inner flat of a 3d floor
- mousewheel to change a regular ceiling height is super slow in my dump3 map; i think the full mapspecials thing is too expensive
- may need to do actual incremental updates in this branch, right now! OH NO
- there was some kind of problem i had... but i don't remember it now... something to do with modifying 3d floors in realtime...
- currently most of the properties are drawn from the wrong place, e.g., floor/ceiling should use the control sector's offsets and rotations and whatnot
- for the most part, the only property of the target sector that's actually used is its geometry
- don't draw walls between adjacent chunks of the same 3d floor
- why do i keep popping out of 3d mode?? (hasn't happened in a while) (started happening again after i added lighting code)
- need to sort translucent flats by distance, i think
- make a stack of several floors in a test map and see what happens
- with
flats_use_vbo
off, slopes aren't rendered. oops! seems straightforward, in renderFlat. - support palette blends
- make sure transferring the sector color is correct?
- handle light effects
- flats: need to propagate downwards to next floor
- walls: may require splitting quads, ouch (but would make partial wall light trivial)
- draw walls on two-sided lines!
- support upper/lower flag as well
- fix selection to have a way to refer to a certain 3d floor section of a line or sector
- currently selection is unstable, since you can change the order of the floors, oops!
- sector info overlay still needs work
- says "ceiling texture", "ceiling height", etc when looking at a floor; is that right?
- flat lighting is wrong (i think mapspecials should intervene here)
- doesn't know about "flat plane at ceiling height"
- should probably show floor type?
- haven't touched walls at all and not sure how that should even work
- make all the keybindings do the right thing when highlighting a 3d floor
- changing wall texture, offset, scaling
- changing flat texture, panning, scaling
- resetting
- changing flat height, wall height
- for flat height, should understand "flat plane at ceiling height"
- changing linked lighting -- consider flags
- changing unlinked lighting
- auto-align (!!!)
- floodfill selection
- did i break the errory rendering of a missing flat? can you have a missing flat
- support vavoom floors?? can i even find an example of them? their wiki has been broken for ages...
- STILL some bizarre rendering errors
- first time in 3d mode, inside of this floor doesn't render; second time, it does?? what?
- ONCE ONLY, i still got fucked-up VBOs when switching back to 2D mode, sigh
- i've seen this during normal usage too!
- some sectors (/without/ 3d floors!) don't have textures
- modifying sectors in 3d mode can corrupt the polygons in very strange ways, presumably vbos getting crossed
- 3D floors are now flickering between light levels, what on earth
- is it trying to draw the inside AND outside flats, and they're fighting?? how does DRAWBOTH work?
- when moving mouse from one 3D floor to another, highlight briefly flickers to the floor of the actual sector rather than the 3D floor
- 2D mode doesn't always correctly update VBOs when deleting a sector (or possibly while creating a new one, etc)
- fix all remaining TODOs!
- somewhat critical problem: ordering 3d floors by height means that the selection changes if you mousewheel the height above/below another floor
Created
September 21, 2016 00:25
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notes on remaining work on 3d floors
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