Emmanuel BENOîT
99f6862138
Until now the various types of drag'n'drop were handled separately and could very possibly interfere with each other. This fixes the problem by using a single variable for the current type (if any) of drag'n'drop
44 lines
1.1 KiB
Text
44 lines
1.1 KiB
Text
Rendering:
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* Secondary rays
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* Shadows
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Post-processing:
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* Chromatic aberration
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* Lens dirt
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Scripting:
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* Eliminate functions that are not called / prevent them from causing
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type errors
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* Spill values in the FPU stack runs out
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* More checks in the execution engine
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* Re-execute init if shaders are changed
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(better yet, only execute the parts that are actually needed)
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* Overrides
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* Check for overrides on the same inputs when setting things up
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* Aliases
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* Display errors in UI
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* Optimizers:
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* Constant folding
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* Detect variables that are actually constants
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* Dead code elimination
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* Sampler re-use
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* (Output only) Support for fixed size
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* (Output only) Texture / framebuffer re-use
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Sync / inputs:
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* Mouse controls for overrides
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* Zoom level is mostly useless, fix it
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* Save/restore sets of tracks
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* Edition buttons in toolbar
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* Moving tracks
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* Moving segments
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* Add curve display
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Misc:
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* General overhaul (e.g. use tabs)
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* Color grading controls:
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* White balance control in components tab
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* Don't reset when hitting value or saturation 0
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* Camera
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* Control for up vector - check if something more appropriate exists?
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* Vector controls are too sensitive
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