Cool stuff, Breush!
I'd be interested to hear about any ongoing work you do, and really appreciate you sharing.
Thanks Jabberwocky and DarkRoku.
Here's a quick sum-up of my thoughts:
- A small thing I'm doing is getting rid of std::shared_ptr<> in the interface, as the shared pointer is not stored internally in the library, I really don't get why there is this restriction. Doing so, I'm using offering a way to let LTBL manage the lights memory for the user, using some pre-allocated memory pool.
- I added a way to have the light react to normals, but one can imagine more (specularity/depth maps). And I've been doing so just for point lights, it needs to be extended to directional lights.
- I am not an expert in that domain, but I was wondering if I could compute some parts of the code in parallel.
Finally, for people who want to help but don't want to get their hands too dirty (@DarkRoku), I guess one thing you can do is to create a tricky example and try if things goes wrong. And if so, report an issue (and try debug it yourself if you can).
I also wanted to add a small SFML sandbox application to make test things quickly. (For instance, a right click creates a box you can resize, a left click creates a light, and you can drag'n drop things around.) But, I don't think I will do it right now, but I'll be glad to see someone doing that for the project.
But I don't have so much time right now, so it has been basic changes so far.
(I'll soon launch a Greenlight trailer for the game I'm developing, hopefully LTBL will make it shine!
)
Afterwards, I will surely add a clear TODO list.