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- - add focusing screens to WWWell (really WW3DCamera)
- - add inspector access
-
- - use WWWell as a Controller object instead of using the SwitchViews,
- since we want to only update them as needed, which means that we need
- to channel all "show" msgs through the WWWell, so it can check and see
- if all the appropriate nib files are loaded and revert the inspector.
- This implies that we need separate nib files for each inspector panel
- of the control panel, which is fine with me. Things will load faster
- anyway. The Shapes panel will have the most stuff on it, and we might
- actually want to break the nibs down at a sub-inspector level
- (although maybe not).
-
- - all inspectors should be at least minimally functional
- - implement shader inspector
- - the first thing to do is when we add a shader, we should have it
- print out to stdout what its args are and what it would do
- (i.e. "arg:Kd type:float ui: slider", etc.)
- - note that the minimum height is 20 for a color well...
-
- - minimal but functional camera animation stuff
- - what's involved?
- - finish implementation of camera template stuff
- - make sure that applying a template works...
- - map out interdependencies between camera parameters...
- - implement all necessary hooks for all parameters (like fov)
- - implement tcl inspector for the code versions of both the
- camera templates and the camera parameter interpolation functions
-
-
- - a camera can interrogate it's shapes to find out what kind of
- geometry they are. It should then use some metrics to set its
- internal parmameter. If, for example, it contains mainly quadrics, it
- should use a much higher tesselation number than if it has Patches or
- NURBS. It should also time how long it takes to render, and try and
- make it run at some reasonable rate.
-