Oxygen Engine
Modern C++ 3D Engine using OpenGL
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Todo List
Class oe::io::FileSystem
Make compatible with generic (non-related to actual fs) std::filesystem structs like filesystem::path in parameters / return type
Member oe::io::Logger::getHandler ()
Multiple handlers (example file + oe::component::scene::Debug)
Member oe::io::Logger::setHandler (std::shared_ptr< LogHandler > handler)
Multiple handlers (example file + oe::component::scene::Debug)
Member oe::io::Stream::appendData (const ByteArray &data)
Whats the difference with write() ?
Class oe::render::Pbr
Lights (point, area) tutorial
Member oe::render::pipeline::DebugPass::setFramebuffer (std::shared_ptr< oe::render::Framebuffer > framebuffer)
remove this + get to use next(input)
Struct oe::render::Skybox
Template?
Member oe::scene::Mesh< VertexType, IndexType, MeshSettingsType >::generateFromPrimitives (std::span< const PrimitiveType > primitives)
make another function (mergeVertices()) to merge equal vertices used across different primitive (using VertexType::operator= for comparison)
Member oe::scene::Node::getBoundingBox () const
optimize when raw_bbox is not empty to not recompute each time but only when transform or raw_bbox changes
Member oe::scene::NodePtr::get () const noexcept
when template, remove implementation and let class specialization overload it
Member oe::scene::primitive::PlatonicSolid< VertexType >::PlatonicSolid (const PlatonicSolidType solid, const bool smooth_normals=false)
Better Textures coordinates (at the moment, brutal approximations used)