32 |
FOR BOTH AWT AND GL. |
FOR BOTH AWT AND GL. |
33 |
Must also check some pixels of the resulting graphics. |
Must also check some pixels of the resulting graphics. |
34 |
Absolutely necessary to avoid breakage of one or the other system. |
Absolutely necessary to avoid breakage of one or the other system. |
35 |
|
Should be easily generalizable so we can make tests |
36 |
|
for all demos as well. |
37 |
|
|
38 |
|
|
39 |
0.8alpha4: Crucial demos for continued funding [Deadlines: 17.9 and 4.10] |
0.8alpha4: Crucial demos for continued funding [Deadlines: 17.9 and 4.10] |
43 |
- implementation of ImageCache |
- implementation of ImageCache |
44 |
jvk: |
jvk: |
45 |
- Distortion view coordinate systems. |
- Distortion view coordinate systems. |
46 |
- think about the second row of Documentation/Presentations/General2002/script.html |
- think about the second row of |
47 |
How could we easiest show the basis textures and how they are combined in a really |
Documentation/Presentations/General2002/script.html |
48 |
|
How could we easiest show the basis textures and |
49 |
|
how they are combined in a really |
50 |
really visual way? Similar to the fillet stuff: layers? |
really visual way? Similar to the fillet stuff: layers? |
51 |
|
- use 2x2 instead of single unit basis |
52 |
|
- zoom to make them reasonable-sized |
53 |
|
- ability to change randomly the texgen basis |
54 |
|
as well as dot product (separate keys) |
55 |
- think about using render-to-texture to speed up papers. |
- think about using render-to-texture to speed up papers. |
56 |
We now control the repeating units; rendering one such unit to a relatively |
We now control the repeating units; rendering one such |
57 |
high-resolution texture would enable us to use only one pass; rendering it would |
unit to a relatively high-resolution texture would enable |
58 |
be quick on the GPU. This way we wouldn't have to worry about number of passes |
us to use only one pass; rendering it would be quick |
59 |
as much. However, this brings caching problems. |
on the GPU. This way we wouldn't have to worry about |
60 |
- Add a mode to libpaper for non-repeating textures. This is needed for |
number of passes as much. However, this brings |
61 |
perheportaali client with the infinite papers, where the repeating |
caching problems. |
62 |
|
- Add a mode to libpaper for non-repeating textures. |
63 |
|
This is needed for perheportaali client with |
64 |
|
the infinite papers, where the repeating |
65 |
behaviour wouldn't be desirable. |
behaviour wouldn't be desirable. |
66 |
Should be set when creating the papermill. |
Should be set when creating the papermill. |
67 |
|
benja: |
68 |
|
- port code back from earlier for rendering a paragraph |
69 |
|
of text bulged, from a single Enfilade1D. If possible, |
70 |
|
also with span keys and beams enabled. (please tell Tjl |
71 |
|
immediately if this is a problem) |
72 |
tuukkah: |
tuukkah: |
73 |
- PDF pagespans working again, also in OpenGL |
- PDF pagespans working again, also in OpenGL |
74 |
vegai, mudyc: |
vegai, mudyc: |
82 |
that we don't have to do silly "execfile" tricks in |
that we don't have to do silly "execfile" tricks in |
83 |
papertest.py and others. |
papertest.py and others. |
84 |
tjl: |
tjl: |
85 |
|
- APIs for xanadu model links. This is what the |
86 |
|
bidirectional connections in the game will be. |
87 |
|
- implementation of retrieval by Xu link, serialization |
88 |
|
of xu links (as part of space?). |
89 |
- script the demo, determine in detail all features |
- script the demo, determine in detail all features |
90 |
required. |
required. |
91 |
- Buoy placement |
- Buoy placement |
92 |
- implement in Java, test |
- implement in Java, test |
|
- Fix text vob creation; GLTextStyle is a part of this. |
|
|
- AWT and GL zoom them in different ways: in AWT, it's |
|
|
obvious that the font will never get stretched sideways, |
|
|
in OpenGL it happens if you put it in a stretched coordsys. |
|
|
Probably keep the OpenGL way... Just need to create non-stretched |
|
|
coordsyses. |
|
93 |
anybody: |
anybody: |
94 |
- primitive uis to edit enough structure of xanalogical text and |
- primitive uis to edit enough structure of xanalogical text and |
95 |
pdf spans, as well as connections so that we can build the |
pdf spans, as well as connections so that we can build the |