OpenRaider  0.1.4-dev
Open Source Tomb Raider Game Engine implementation
Fix-Me Entries
globalScope> Member bigendiandetection
Left-Shift with signed integer is undefined! So we can't use the same method as for unsigned integers. Is there a portable way to read multi-byte signed integers, without having to detect the endianness at run-time?
Member Camera::setPosition (glm::vec3 p)
The Y axis seems to be the source of all evil?
Member Camera::setSize (glm::i32vec2 s)
TODO instead of mirroring the Y axis in the shader, scale with -1 here
Member FontMapTTF::~FontMapTTF ()
Free the TextureManager buffer slot
Member FontTTF::getQuad (int c, float *xpos, float *ypos, stbtt_aligned_quad *quad)
This has nothing to do with proper UTF8 support...
Member LoaderTR1::loadAngleSet (BoneFrame *bf, BinaryReader &frame, uint16_t numMeshes, uint16_t startingMesh, uint32_t meshTree, uint32_t numMeshTrees, std::vector< int32_t > meshTrees)
The TR Rosetta Stone documentation says: number of angle sets to follow; these start with the first mesh, and meshes without angles get zero angles. I'm not sure what this means. This code may be wrong.
Member LoaderTR1::loadRoomStaticMeshes (std::vector< StaticModel * > &staticModels)
Use static mesh lighting information
Member LoaderTR2::loadRoomStaticMeshes (std::vector< StaticModel * > &staticModels)
Use static mesh lighting information
Member LoaderTR2::loadTextures ()
properly handle error when texture could not be loaded!
Member Menu::shutdown ()
free texture slots
globalScope> Member NDEBUG

gl3 header?

Is there a better way to handle this? We wan't to use our own assert(). Unfortunately, glm includes cassert in its headers. So we need to define NDEBUG here. To avoid a conflict, our flag is now called NODEBUG instead.

Member Room::isWall (unsigned long sector)
is (sector > 0) correct??
Member ShaderTexture::~ShaderTexture ()
free texture slot
Member TextureManager::bindTextureId (unsigned int n, TextureStorage s, unsigned int unit)
Query GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
Member TextureTile::getUV (unsigned int i)
This is my somewhat hacky approach to fixing the bad texture-bleeding problems everywhere. That's better, but makes the seams between each sector much more visible!
Member UI::initialize ()
allow loading other TTF fonts
Member UI::renderImGui (ImDrawList **const draw_lists, int count)
Don't copy data The GL calls and the shaders can probably be slightly altered to avoid copying all the vertices, uvs and colors again here.
Member WindowGLFW::convertAsciiButton (int key)
GLFW requires keyboard layout? Currently US is hard coded
Member WindowGLFW::keyCallback (GLFWwindow *w, int key, int scancode, int action, int mods)
GLFW does not support UTF8 text input?!
Member WindowGLFW::setFullscreen (bool f)
GLFW does not support toggling fullscreen?!
Member WindowSDL::getClipboard ()
Should be freed with SDL_free(). But how, where, when?