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The ActorController needs to handle the update and rendering functions to be
able to update and
render all actors in the game world. I would not like to pass this off to the
objects, since the
controller should take the data and draw them, not tell the actors to draw
themselves.
Original issue reported on code.google.com by [email protected]
on 5 Jul 2009 at 2:24
While I like the way Apple did the Texture2D, I feel that in order for me to
learn how to really use
OpenGL, I would need to write my own implementation of a texture class.
Original issue reported on code.google.com by [email protected]
on 5 Jul 2009 at 2:31
Currently re-working all OpenGL calls: (ScreenController setupView for example)
and re-working
the update / draw functions of the Particle Controller / Particle Emitter
systems in order to attempt
and track down the OpenGL bug I described in previous issue.
Should be done by the weekend, and fully committed. If the bug still remains,
I'll just remove the
point sprites drawing functionality from the Particle Emitter and work it as a
GL_TRIANGLE_FAN
Original issue reported on code.google.com by [email protected]
on 11 Jul 2009 at 4:06
In the TestGame class, remove the call to testActor->draw( deltaTime ); and let the particle engine
draw normally. Program should crash with an "EXC_BAD_ACCESS"
Original issue reported on code.google.com by [email protected]
on 5 Jul 2009 at 4:36
Create a system that takes advantage of storing several textures in a single
PNG file and just
rendering a portion of that texture to screen. With this system, you can have
an animation have
several frames, but all be contained on the same texture, and you would render
the appropriate
portion of the texture
Original issue reported on code.google.com by [email protected]
on 5 Jul 2009 at 2:33
Update any animation or logic this object may require. Currently being 'faked'
in the testActor
object in the UnitTests.
Original issue reported on code.google.com by [email protected]
on 5 Jul 2009 at 2:22
#warning TODO:: Do I want to return a pointer to the actor, or do I wish the
controller keep all
information and flush that information when scene changes?
I think the safest way to do this is have the controller manage all actors
currently active in the
world and if the client wishes to get a reference to that actor, there should
be a way to do that
via the Actors Identity.
To that end, what I may end up doing is when the actor is constructed, a copy
of the ID is
returned to the client so if the client needs to track specific actors, it can
store that ID and refer
to it later.. if not, then it can just let the controller handle all logic for
the actor. An example of
when you'd want to store the ID and refer to it later is the Player.
There are various ways to do this though, will need to play around with some
things before I
commit any changes.
Original issue reported on code.google.com by [email protected]
on 5 Jul 2009 at 2:30
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