Difference between revisions of "ResidualVM/TODO"

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== aquadran's TODO (with priority) ==
 
== aquadran's TODO (with priority) ==
  
* add emergency font support and fps display to tinygl renderer
 
 
* fix Lua save/load to be portable
 
* fix Lua save/load to be portable
 
* fix font positioning
 
* fix font positioning

Revision as of 10:04, 20 July 2008

General Work

  • Cross platform GUI for debug input dialogs and path selection
  • Complete savegame system (Lua and iMuse done)
  • Proper vsscanf implementation in textsplit.cpp for platforms without it (MSVC, etc)

Engine

  • Fix last (hopefully) colormap and invisible object issues
  • Improved walkbox code
  • Implement FadeInChore/FadeOutChore

Display

  • Proper light setup
  • Fix Font rendering - (almost done)
  • Fix a little glitch in TinyGL-based render (texture bug on Manny actor) it's know to work properly in msvc 2002
  • Improve speed of TinyGL with 2d stuff by adding smart regions updates
  • Add hardware zbuffer replacement using TinyGL as mix software and hardware

iMuse

  • Finish sound panning in 3D position code

Lua

  • Save/Load support needs to be rewritten in a more portable way.

SMUSH

  • Improve SMUSH looping support
  • Remove/fix buffer hack preventing buffer overflow in codec for some smush anims. Look into smush source code for more info.

Subtitles

  • Display subtitles near the speaking character, with a reasonable line-width and wrapping.

aquadran's TODO (with priority)

  • fix Lua save/load to be portable
  • fix font positioning
  • add Opengl zbuffer hardware replacement using TinyGL as mix of hardware and software renderer
  • try optimise main loop by less frequently calls of lua updates
  • fix color textures in some places
  • implement/fix (de)/allocation of resources and other things before save/load stuff
  • implement save/load for rest part of engine
  • optimise TinyGL by smart region updates
  • fix TinyGL texture glitch
  • fix shadow rendering when object/actor is behind of shadow plane
  • try calculate better zbuffer precisions for zbuffer bitmaps
  • do Grim finishable
  • do Grim demo playable and finishable
  • bugs fixing
  • engine cleanup
  • More ports/platforms stuff
  • preliminary engine changes for Monkey 4