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TODO.txt
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TODO.txt
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* - base done
transparent objects and faces sort
bsp
pakfile lump (zip)
transparent
world lights
brush models
collision (bullet) *
displacements
props
water
sky
optimize displacements
cubemaps
decals/overlays
culling
batch *
node/leaf *
displacements
face
portals/areas
props
static(game lump) *
optimize rendering
skin
light
(ambient *)
dynamic(ents)
physics(newton,bullet?)
entities
light
sound
logic
3d skybox
vmt
$selfillum
detail
remember missing materials
$normalmapalphaenvmapmask
$basealphaenvmapmask
unlittwotexture
vtf mipmaps from file
vtf tex formats 32, 40, 43, 34, 52, 53 (bug)
console
text rendering +
log file +
cvars
rewrite config
fog
sky
mouselook +
NOTE:
world render list
shader
material
submesh
ents
shader
material
vbo
inst
old:
models
inst
mesh
material
// ------------------------------------------------------------------------------------
// UNITS:
// ------------------------------------------------------------------------------------
// NOTE: Coordinates are in HL units. 1 unit == 1 inch. X is east (forward), Y is north (left), Z is up (up)
// QAngle are pitch (around y), Yaw (around Z), Roll (around X)
// AngularImpulse are exponetial maps (an axis in HL units scaled by a "twist" angle in degrees)
// They can be transformed like normals/covectors and added linearly
// mass is kg, volume is in^3, acceleration is in/s^2, velocity is in/s
// density is kg/m^3 (water ~= 998 at room temperature)
// preferably, these would be in kg/in^3, but the range of those numbers makes them not very human readable
// having water be about 1000 is really convenient for data entry.
// Since volume is in in^3 and density is in kg/m^3:
// density = (mass / volume) * CUBIC_METERS_PER_CUBIC_INCH
// Force is applied using impulses (kg*in/s)
// Torque is applied using impulses (kg*degrees/s)