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TODO
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# Expose performance counters
# depth-based shading pipeline
Use depth rather than stencil to occlude objects (as in fast ui draw):
- simpler for stroke and convex fill, similar for complex fill
- opaque draw can benefit of Z rejection
- might be possible to implement a `frame` combinator to clip in/out. should be
combined with a stroke to hide the lack of antialiasing :P
# Abstract the GL backend.
The two promising approaches are:
- [Lit](http://erratique.ch/software/lit), however it is not actively developed
- [Bgfx](https://github.com/bkaradzic/bgfx), a bit overkill and in C++ (which paradoxically, worsen the portability, especially if considering Web GL)
## OSX target
Proper support for OSX platform is a must.
# Better Font management
The strategy for allocating and collecting font buffers is quite naive... It
deserves more work.
# Spatial and temporal sharing
Something very naive would deliver most of the benefits...
# Integration with VG and abstraction for reusing buffers.
...
# Document
Wall API could benefit from some doc comments (especially fonts and tasks)