Renderer source markers 5
These are source markers, not confirmed defects or approved work. Read the containing function and its callers before classifying a marker. Some describe intentional API limits or old comments. See unfinished paths for assessed examples. The maintenance procedure rebuilds this catalog.
| Source | Marker text |
|---|---|
| servers/rendering/renderer rd/environment/gi.h:110 | /// @todo VoxelGIInstance is still directly used in the render code, we'll address this when we refactor the render code itself. |
| servers/rendering/renderer rd/environment/sky.cpp:1593 | /// @todo See if we can move this into 'update_radiance_buffers' and remove our dirty_sky logic. |
| servers/rendering/renderer rd/forward clustered/render forward clustered.cpp:2575 | params.reset_accumulation = false; /// @todo FIXME: The engine does not provide a way to reset the accumulation. |
| servers/rendering/renderer rd/forward mobile/render forward mobile.cpp:245 | /// @todo Add support for resolving depth buffer!!! |
| servers/rendering/renderer rd/forward mobile/render forward mobile.cpp:1551 | scene_data.flip_y = !p_flip_y; /// @todo Q: Why is this inverted? Do we assume flip in shadow logic? |
| servers/rendering/renderer rd/forward mobile/render forward mobile.h:563 | /// @todo Do we use this? |
| servers/rendering/renderer rd/pipeline cache rd.cpp:82 | /// @todo Clear should probably recompile all the variants already compiled instead to avoid stalls? Needs discussion. |
| servers/rendering/renderer rd/renderer canvas render rd.cpp:2239 | /// @todo Obtain from framebuffer format eventually when this is implemented. |
| servers/rendering/renderer rd/renderer canvas render rd.cpp:2349 | /// @todo Consider making lights a per-batch property and then baking light operations in the shader for better performance. |
| servers/rendering/renderer rd/renderer scene render rd.cpp:468 | bool can_use_effects = target_size.x >= 8 && target_size.y >= 8; ///< @todo FIXME I think this should check internal size, we do all our post processing at this size... |
| servers/rendering/renderer rd/renderer scene render rd.cpp:540 | buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); ///< @todo Move this into bokeh_dof_raster, we can do this internally |
| servers/rendering/renderer rd/renderer scene render rd.cpp:891 | /// @todo FIXME: Our input it our internal_texture, shouldn't this be using internal_size ?? |
| servers/rendering/renderer rd/shaders/effects/cubemap filter.glsl:253 | sample_level += float(mip_level) / 6.0; // Hack to increase the perceived roughness and reduce upscaling artifacts |
| servers/rendering/renderer rd/shaders/scene forward lights inc.glsl:176 | // TODO: Clearcoat adds light to the scene right now (it is non-energy conserving), both diffuse and specular need to be scaled by (1.0 - FR) |
| servers/rendering/renderer rd/shaders/scene forward lights inc.glsl:216 | // FIXME: roughness == 0 should not disable specular light entirely |
| servers/rendering/renderer rd/storage rd/light storage.cpp:1493 | /// @todo Investigate if this is enough? shouldn't we be freeing our textures and framebuffers? |
| servers/rendering/renderer rd/storage rd/particles storage.cpp:1192 | /// @todo Should maybe compute all particle systems together? |
| servers/rendering/renderer rd/storage rd/particles storage.cpp:1474 | /// @todo Should use display refresh rate for all this. |
| servers/rendering/renderer rd/storage rd/particles storage.cpp:1560 | /// We need this otherwise the speed scale of the particle system influences the @todo |
| servers/rendering/renderer rd/storage rd/render scene buffers rd.cpp:190 | /// @todo Detect when it is safe to use RD::TEXTURE_USAGE_TRANSIENT_BIT for RB_TEX_DEPTH, RB_TEX_COLOR_MSAA and/or RB_TEX_DEPTH_MSAA. |
| servers/rendering/renderer rd/storage rd/render scene buffers rd.cpp:219 | /// @todo Possibly at some point move our entire reflection atlas buffer management into this class |
| servers/rendering/renderer rd/storage rd/render scene buffers rd.cpp:331 | /// @todo p_unique, if p_unique is true, this is a texture that can be shared. This will be implemented later as an optimization. |
| servers/rendering/renderer rd/storage rd/render scene buffers rd.cpp:544 | /// @todo Redo this: |
| servers/rendering/renderer rd/storage rd/render scene data rd.cpp:266 | /// @todo Q : Should we make a complete copy or should we define a separate UBO with just the components we need? |