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TODO
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33 lines (22 loc) · 1.01 KB
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turtle outlines, either
a) redraw turtle vertices with GL_LINE_LOOP (simple but slow)
b) use texcoords/fragment shader to color edges (how to control thickness?)
camera/perspective transform and controls
- partially done, need to do rotation
per turtle z-buffer for ordering indepentent of shape buffer draw order
drawing lines
- list of vertex pairs + color(s) added to new *vertex* buffer
- added per tick by engine as turtle moves
- draw as single glDrawArrays GL_LINE call, new vao
- not per turtle shape
stamping
- added by turtle interface via engine to new buffer
- same turtle geometry/shaders, different turtle buffer/vao
- make a copy (freeze) of current turtle data into buffer
- need to track ownership so can be cleared
- draw with glDrawElementsInstanced
textured turtle images
load complex 3d mesh
use transform feedback to buffer to calculate simulation tick
defer turtle moving/removal until render, and do a whole array compaction, to
perform better when multiple turtles are (re)moved in a frame