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This is a to do list of tasks needed for the Wickbert shape modeling project.

Tasks needing work.

  • Migrate psparam branch into the main branch.
    The psparam version of Wickbert was branched off the main branch to add the parameter objects used to manage particle system behaviors, attributes and shaders. It was also added to Surface objects as well. At the same time there were some nice additions of new particle and surface elements to the main branch that we should examine to keep what's value. Ideally we should merge these two branches into a single main branch.
  • Fix the factory.
    The factories used to generate ParticleStuff objects (behaviors, attributes, shaders) as well as Surface/Implicit objects is based on some clever code that creates a singleton factory that gets populated by objects at compile time. Unfortunately because we compile to a static library, the code that gets run to populate the factory with objects doesn't get run unless the object is accessed, so we have long lists of grab_ pointers that get incremented in implicit.cpp and particles.cpp. Would be great if we could find a compiler switch that ran the factory populate code so we didn't have to do that. Alternatively we could change Wickbert into a shared DLL library instead of a static library.
  • Convert to a shared DLL library
    Wickbert is currently compiled into a static library for simplicity and laziness. The bad thing about a static library is that it can get quite large and the whole thing gets linked into whatever is using it, making huge executables. If we had Wickbert shared libraries, e.g. particle.dll and surface.dll, then applications would just need to be able to find these dll's on a system and wouldn't have to have them inserted as code. Thus apps would be more compact. Would also probably fix some factory issues since DLL's have their own built-in factory mechanisms.
  • Generalize clip-art contour renderings
    In order to get the clip-art paper done, there are some very specialized particle behaviors and shaders to generate different contours (e.g. silhouette, shadow, gleem, etc.). These should be generalized into a single two-surface ContourAdhesion behavior and a single contour loop shader that stores at each particle a pointer to the next particle in a direction of a consistent contour orientation (thus eliminating the need for a Contour attribute).
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