Released version 0.2.5
https://github.com/buildaworldnet/Irrli ... tag/v0.2.5
Plans for version 0.2.6:
1) Finishing the OpenGL full state tracker
2) Changing the Material system (more flexible blending and better state-change sorting)
3) Decoupling baseMaterial from shader
4) Introducing OpenGL 4.0 shader subroutine support
Plans for versions 0.3.x:
1) Moving to UBOs and getting rid of setUniform
2) Atomic and ShaderStorage Buffers (ARB_image_load_store support as well)
3) Compute Shaders
4) Refactoring of Texture classes and pipeline (to support 1D textures and Multisample textures)
5) Bounding Box culling to avoid animating/boning meshes which are guaranteed to be off-screen
6) GPU Boning and Instanced Skinned Meshes
7) Replacing core::array with std::vector
Replacing irrTypes with stdint.h
9) booting out core::string and io::path
10) Getting rid of fast_atof.h
11) Order Independent Transparency Examples
Future Versions:
1) SDL 2 Device
2) Quaternion Only rotation
3) SIMD only 2D+ math
4) Parallel ASSIMP model import/export with optional GPUBuffer and Texture creation
5) Global mesh optimization function (do forsyth index optimization and re-quantization into vertex attribute formats with less bit-depth)
6) Better CPU to GPU Mesh conversion modes (making sure vertex attributes are interleaved)
7) Quantization optimization post-load for CPU mesh vertex attributes
Native irrlicht mesh format save and load + encryption (index and attribute buffers)
9) TCmalloc replacement for system allocator
10) Full-GPU compute shader scenegraph update and drawcommand generation
11) Driver state tracking across multiple threads
12) MultiDraw{Indirect} and some other Vulkan like features
13) AVX/AVX2 versions of all SIMD stuff with separate library builds
14) Nvidia Bindless, Sparse Textures and NV command-list
15) Vulkan Renderer
16) Android builds
17) Better multi-threading support
18) Extreme Deferred Rendering Examples
Sometime Later:
A) Atomic Reference Counting
B) Bumping C++ version to C++x11 and use C++x11 mutexes and maybe some other stuff
C) SSE3 SIMD Dual Quaternion Class
D) Dual Quaternion Skinning