- 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