-
Notifications
You must be signed in to change notification settings - Fork 1
Open
Labels
component: assetsRelated to assets management (e.g. Textures, Shaders, Models, etc.)Related to assets management (e.g. Textures, Shaders, Models, etc.)component: bindingsRelated to Python Bindings generationRelated to Python Bindings generationcomponent: engine objectsRelated to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.)Related to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.)component: opengl-primitivesRelated to abstractions of OpenGL objects like VBOs, IBOs, VAOs, Textures, etc.Related to abstractions of OpenGL objects like VBOs, IBOs, VAOs, Textures, etc.component: shadersRelated to creating/updating/refactoring glsl shaders from the engineRelated to creating/updating/refactoring glsl shaders from the enginetype: docstype: feature
Description
Description
This keeps track of the implementation of Skyboxes. This is a core engine object and should be abstracted from its internal implementation (e.g. OpenGL)
Tasks
- CubeTexture implementation (C++)
- Skybox implementation (C++)
- Example of usage (C++)
- Python bindings
- Example of usage (Python)
- Documentation (API auto-generated using Sphinx and Breathe)
- Documentation (.rst custom made for a detailed description)
Reactions are currently unavailable
Metadata
Metadata
Assignees
Labels
component: assetsRelated to assets management (e.g. Textures, Shaders, Models, etc.)Related to assets management (e.g. Textures, Shaders, Models, etc.)component: bindingsRelated to Python Bindings generationRelated to Python Bindings generationcomponent: engine objectsRelated to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.)Related to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.)component: opengl-primitivesRelated to abstractions of OpenGL objects like VBOs, IBOs, VAOs, Textures, etc.Related to abstractions of OpenGL objects like VBOs, IBOs, VAOs, Textures, etc.component: shadersRelated to creating/updating/refactoring glsl shaders from the engineRelated to creating/updating/refactoring glsl shaders from the enginetype: docstype: feature
Projects
Status
Todo