s
t a t
u s
s t a
t u s
d o
in no particular
order
Need-to-do resulting from Qt2/RH6.1/BMRT2.5/Papi
upgrades:
-
When only one light is in the LightGroupWidget,
things get funky.
-
Finish up color widget (deal with colors outside
normal range)
-
Focus throwing is not the same. Lots of subtle changes
in Qt2 are causing side effects. Blar.
-
Redo preferences panel to reflect changes.
-
implement new Papi features.
General flow stuff:
-
clean up (i.e. completely rewrite) otho window GL
drawing and mouse picking.
-
mouse movement in an ortho window w/ automatic GL
refresh prevents QTimer events from occurring. Create a GL render object
that controls the updating of GL windows.
-
infinite light may not be display listed.
-
kill shader preview PIDs
-
organize GL drawing
-
polish save/load, add autosave.
-
rework polygon input
-
deal with unfound shaders
-
fix particle shader to copy/paste
-
completely rewrite camera class and camera animation
-
complete lights. Finish spotlight, implement ambient.
Implement uberlight? Allow arbitrary light shaders? How can I intelligently
do GL lighting if this is were the case?
-
add unary '-' operator to PFloat class.
-
don't give every primitive its own GL material.
Allow create/delete like RM shaders. Not having a hierarchy for push/pop
is going to be a hassle, tho.
-
write network client & add server code for distributed
rendering.
-
design and implement keyframe animation - how best
to do this?
b u g s
where's
the damn raid?
-
frozen mouse thing seems to be back.
-
Crash sometimes
occurs with the XF4.0 NVidia drivers when a new scene is loaded, but only
when AGP is enabled. It never occurs when run under the debugger, so tracking
it down will be next to impossible. Most likely a driver bug.
-
system sometimes gets confused when actions are
deleted - particles aren't drawn and screen refresh slows way down. This
is rare, and has been around for a while, but I can't figure out what could
be causing it.
-
window placement is screwy. I'm not getting good
values from Qt, and the kludge is inconsistent.
-
my NumInput widget is causing X selection problems
because of auto-select on focus entry. This needs to be fixed or at least
kludged. I like the auto-select.
-
color sometimes gets normalized when switched in
surface shader widget.
n o t e s
keep in
mind...
-
RiPolygon wasn't a very good choice for polygon
input. 'Professional' RIB exporters (Polytrans, Maya) output PointsGeneral,
so RiPolygon is only really useful for Font3D and AC3D. Find some code
somewhere for a standard file format loader. Don't want to write my own.
i d e a s
hmmm...
-
Make shader list jump to desired shader by keystrokes.
How would this work with all the focus throwing I do?
-
Should I allow particles to use displacements?
d o n e
one step
closer to never being finished...
-
05/06/00
-
Been playing around with speed optimizations for
the GeForce2. glPush/PopMatrix is slower than I would expect and the camera-face
routine is pretty slow, so drawing textured quads is far slower than points
or lines now.
-
04/29/00
-
Bought a GeForce2 today. Damn, this thing
smokes.
It's breathed life back into my dual 333, and because it handles OGL so
damn fast, it easily points out other bottlenecks in my code. I can't believe
how hard this thing rocks.
-
04/27/00
-
Going to try to get the GL mess under control.
-
04/23/00
-
Fixed the infinite loop problem - looks like it
was caused by signals being emitted during changeItem().
-
Fixed the 'highlighted but not active' issue with
a newly added action.
-
Been working on a curve editor that will hopefully
make it into flow in the near future.
-
04/18/00
-
Played around with QPalette stuff - got rid of all
the old stuff. Now everything uses the same palette.
-
03/24/00
-
The Qt 2.1 betas are much better than the 2.0 series.
Most of the GUI stuff is stabilizing.
-
Implemented textured quads for primitives. The perspective
hack for lines works very well.
-
03/07/00
-
Code output is back. A configuration file is used
to read in template code and output source for a stand alone particle demo.
GLUT template works, and I'll make an attempt at an XScreenSaver template
soon. Demos uses billboarded textured quads and it looks pretty sweet.
Some of these things will make killer screen savers.
-
02/17/00
-
Fixed the ortho widget creation bug. Fatal display
list goof.
-
02/10/00
-
Kludged the 'frozen mouse' thing. This was yet another
Qt2 'feature' - if you double click a file dialog over a QGL widget to
open a file, a mouseReleaseEvent is sent to the QGL widget. Bogus.
-
02/06/00
-
Been playing around with the GLUT code generation
stuff again.
-
02/01/00
-
added depth sorting for particle drawing when GL_BLEND
is enabled.
-
01/22/00
-
added motion blur for particles (RIB).
-
01/21/00
-
A lot of bugs have turned up due to subtle
changes in Qt2 widget behavior. I hate this crap.
-
The new color widget is just about done.
-
01/18/00
-
There probably won't be a flow release for a while.
Why? Because:
-
12/13/99
-
UPHEAVAL! CHAOS!
-
Upgraded to RedHat6.1
-
Upgraded to BMRT 2.5beta
-
Upgraded to new ParticleAPI
-
Ported flow to Qt 2.0.1
-
Everything is really flaky. Crash. Curse. Repeat.
1999
Status Notes