17 lines
1 KiB
Text
17 lines
1 KiB
Text
bug list
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PNG export: layers that have too high a Z won't show up in export, special-case behavior for near/far Z in renderable export?
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rewrite Cursor.screen_to_world to produce same results as gluUnProject:
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https://www.opengl.org/wiki/GluProject_and_gluUnProject_code
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https://www.opengl.org/sdk/docs/man2/xhtml/gluUnProject.xml
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more on above: when camera tilt engaged, cursor is closest to accurate along middle of bottom edge - apply aspect correction to both axes?
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multiplying y by aspect (w/h) causes more distortion, but recenters most accurate point at middle of screen instead
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lower priority:
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problem discovered during 2015-01-04~06:
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GLSL really can't handle int/uint attributes! charIndex looks fine in numpy int32 array data but comes into GLSL totally screwy. works fine when the array and attribute are floats instead. bug for PyOpenGL devs?
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possible test program: two quads side by side, each doing some trivial shader that involves an arbitrary number, only difference being one is driven by an int attribute and the other by a float.
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