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// TODO
/*
OpenCL:
- Add phong lighting / fix the current implementation
- Switch to switch lighting models
- Separate out into a part of the rendering module
Map:
- Implement the new octree structure
- storing the pre-octree volumetric data
- determining when to load volumetric data into the in-memory structure
- building the octree from that raw volumetric data
- combining with other octree nodes to allow streaming of leafs
- passing that data into the renderer
- renderer needs to then traverse the octree
- Terrain generation for real this time
- Loader of 3rd party voxel data
Renderer:
- Determine when to switch between the cpu and gpu rendering
- call to the map to make sure that the gpu/cpu has an up to date copy
of the volumetric data
Build:
Z:\Cpp_Libs\SFML-Visual_Studio2015RCx64
Z:/Cpp_Libs/glew-2.0.0/lib/Release/x64/glew32s.lib
Z:/Cpp_Libs/glew-2.0.0/include
*/