X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=7b481da14cf911a5362da38245173d55141a5c3f;hb=a01246dcfee49bc02fb7cbc6deb057ee155e1276;hp=6234fd0464048c6a29ac103210758c7377f0c6de;hpb=b7d09e1e35ef90282c97509e0020b20db3c7ea9f;p=blank.git diff --git a/TODO b/TODO index 6234fd0..7b481da 100644 --- a/TODO +++ b/TODO @@ -43,8 +43,6 @@ entity ai this could be solved by using a pre-interpolated light texture and mapping light levels to coordinates on that - there seems to be a bug with adding/removing obstacles...again - also: how could block light affect entity lighting? maybe get the interpolated light level at the entity's center and use that as the light power for the directional lighting shader and use a @@ -70,7 +68,7 @@ chunk traversal all chunks by position, possibly base-relative profiling indicates that this is not neccessary atm. maybe it will - when some more action is in the world + when there's some more action in the world transparency (blocks and entities)