Urho3D
Todo List
Member Urho3D::Connection::ProcessExistingNode (Node *node, NodeReplicationState &nodeState)
Searching for the component is a potential CPU hotspot. It should be cached
Member Urho3D::Connection::ProcessSceneUpdate (int msgID, MemoryBuffer &msg)
On mobile devices processing this message may potentially cause a crash if it attempts to load new GPU resources while the application is minimized
Member Urho3D::Constraint::OnMarkedDirty (Node *node)
This does not catch the connected body node's scale changing
Member Urho3D::FileSystem::ScanDirInternal (Vector< String > &result, String path, const String &startPath, const String &filter, unsigned flags, bool recursive) const
Filename may be unnormalized Unicode on Mac OS X. Re-normalize as necessary
Member Urho3D::FileSystem::SystemOpen (const String &fileName, const String &mode=String())
Implement on Unix-like systems
Member Urho3D::FileWatcher::StartWatching (const String &pathName, bool watchSubDirs)
Implement on Unix-like systems
Member Urho3D::Input::ResetState ()
Check if this is necessary
Member Urho3D::Light::GetDirLightTransform (Camera *camera, bool getNearQuad=false)
Rather set an identity projection matrix
Member Urho3D::Node::RegisterObject (Context *context)
When position/rotation updates are received from the network, route to SmoothedTransform if exists
Member Urho3D::Object::SendEvent (StringHash eventType, VariantMap &eventData)
This is not entirely foolproof, as a subscriber could have been added to make up for the removed one
Member Urho3D::Renderer::DrawDebugGeometry (bool depthTest)
Because debug geometry is per-scene, if two cameras show views of the same area, occlusion is not shown correctly
Member Urho3D::Renderer::GetShadowMap (Light *light, Camera *camera, unsigned viewWidth, unsigned viewHeight)
Allow to specify maximum shadow maps per resolution, as smaller shadow maps take less memory
Member Urho3D::Renderer::Update (float timeStep)
May result in incorrect debug geometry culling if the same scene is drawn from multiple viewports
Member Urho3D::Shader::PrepareVariation (ShaderVariation *variation)
Check that shader type and model match
Member Urho3D::Terrain::GetHeight (const Vector3 &worldPosition) const
This assumes that the terrain scene node is upright
Member Urho3D::View::AllocateScreenBuffers ()
If the last copy is optimized away, this allocates an extra buffer unnecessarily
Member Urho3D::View::ExecuteRenderPathCommands ()
Does not copy the depth buffer
Member Urho3D::View::RenderShadowMap (const LightBatchQueue &queue)
Should remove this adjustment and find a more flexible solution