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Processing.js

3,074 bytes removed, 21:18, 22 February 2010
3D Implementation Roadmap
[[Processing.js/ConferenceCalls|Conference Call Meetings]]
 
 
 
 
 
== 3D Implementation Roadmap ==
 
I have done my best to identify what tickets will block others and have created<br />
a roadmap for integrating 3D into the library. I have done so by analyzing the<br />
Processing site and looking through the Processing source.<br />
<br />
Items marked 'fix' have been reviewed but need to corrected.<br />
Items marked 'implement' need to be coded, but it also implies writing a good test.<br />
Items marked 'write test' are done, but need a test before they can be reviewed.<br />
A good test should take a peer-reviewer only a few minutes to check and pass on for super-review.<br />
<br />
We still need to address what will happen if a ticket isn't complete. This roadmap needs to be<br />
robust enough to not crumble if this occurs.<br />
 
<br />
<b>Release 0.5</b><br />
<b>Mickael</b><br />
- Fix camera()<br />
- Write test for camera()<br />
- Fix perspective()<br />
- Write test for perspective()<br />
- Fix P3DMatrixStack<br />
- Write test for P3DMatrixStack<br />
<br />
<b>Andor</b><br />
- Write setUniformf()<br />
- Write setUniformi()<br />
- Write setUniformMatrix()<br />
- Write test for frustum()<br />
- Write test for PMatrix3D trans(), mult(), set(), apply(), scale()<br />
<br />
<b>Anna</b><br />
- Fix box()<br />
- Write test for PMatrix3D rotateX()<br />
- Write test for PMatrix3D rotateY()<br />
- Write test for PMatrix3D rotateZ()<br />
- Write test for PMatrix3D rotate()<br />
- Write test for PMatrix3D applyMatrix<br />
- Write test for PMatrix3D reset()<br />
<br />
<br />
 
Once 0.5 tickets are in, we will each be able to render<br />
a simple box to test the functions we will be writing for 0.6<br />
 
<br />
<b>Release 0.6</b><br />
- Implement resetMatrix()<br />
- Implement pushMatrix()<br />
- Implement popMatrix()<br />
- Implement translate()<br />
- Implement scale()<br />
- Implement applyMatrix()<br />
<br />
- Implement 3D noStroke()<br />
- Implement 3D stroke()<br />
- Implement 3D fill()<br />
- Implement 3D noFill()<br />
<br />
- Write test for sphere()<br />
- Write test for sphereDetail()<br />
- Implement rotateX()<br />
- Implement rotateY()<br />
- Implement rotateZ()<br />
<br />
 
<b>0.6 "extras" not mandatory, but no longer blocked</b><br />
- Write test for ortho()<br />
- Implement printCamera()<br />
- Implement printProjection()<br />
- Implement hint()<br />
- Write test for screenX()<br />
- Write test for screenY()<br />
- Write test for screenZ()<br />
 
<br />
<b>Release 0.7</b><br />
 
<b>0.7 "extras" not mandatory, but no longer blocked</b><br />
- Implement beginCamera()<br />
- Implement endCamera()<br />
<br />
- Write test for modelX()<br />
- Write test for modelY()<br />
- Write test for modelZ()<br />
 
<br />
<b>Release 0.8</b><br />
- Update DirectionalLight test<br />
- Update ambientLight test<br />
- Implement pointLight()<br />
- Implement emissive()<br />
<br />
 
??? still trying to sort these out<br />
texture<br />
PGraphics blocks triangle, quad, vertex, bezierVertex, rect()<br />
beginShape()
endShape()
line()

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