From f620a650aa815647ee09aa280179e11cc40218ca Mon Sep 17 00:00:00 2001 From: rsformoso Date: Sat, 21 Mar 2026 10:03:55 +0800 Subject: [PATCH] Update TODO --- TODO.md | 14 +++++++++++++- 1 file changed, 13 insertions(+), 1 deletion(-) diff --git a/TODO.md b/TODO.md index 8f9ce68..5b1f6f2 100644 --- a/TODO.md +++ b/TODO.md @@ -1,4 +1,13 @@ # TODO +- [ ] Account for the fact that a larger minor axis "hardens" splat edges + - Maybe shift the alpha gradient, or incorporate into shader +- [ ] Rework SplatBinder system to collect all splat objects in the scene and + combine their buffers +- [ ] Write shader to calculate Gaussians at runtime + - Texture lookups are slow on mobile +- [ ] ~~Write shader that prevents pixel overdraw~~ + - ~~Applies cumulative alpha,while drawing back to front, and writes to the + Z-buffer after a certain threshold~~ - [ ] Optimize CalculateAxes.hlsl - [ ] Allow splat data buffers to be accessible by other VFX Graphs - [ ] Support SOGS format @@ -12,4 +21,7 @@ - [x] Rewrite SH Array to use interleaved RGB rather than contiguous data per channel - [x] Switch to using ByteAddressBuffers instead of loops in CalculateSH.hlsl - - Used StructuredBuffer\ instead \ No newline at end of file + - Used StructuredBuffer\ instead + +# NOTES +- Does VFX Graph calculate the Update and Render blocks before applying Z-test?