libraries/hvvr/raycaster/frusta.cu (2 lines): - line 66: // TODO: check math here - line 71: // slop; TODO: is this necessary, or can we do something more principled? libraries/hvvr/samples_shared/model_import_fbx.cpp (1 line): - line 406: // TODO: is this necessary? It was needed for Oculus Home... libraries/hvvr/raycaster/gpu_camera.cu (1 line): - line 56: // TODO: there's no cleanup code for GPUCamera, yet, and it would be a big pain to clean it up to properly support libraries/hvvr/raycaster/traverse_avx.cpp (1 line): - line 29: // TODO: This doesn't really belong here, it's a hack to enable discarding frusta culled by libraries/hvvr/raycaster/traverse_ref.h (1 line): - line 24: // TODO: This doesn't really belong here, it's a hack to enable discarding frusta culled by libraries/hvvr/raycaster/camera.cpp (1 line): - line 33: // TODO: allow different clustering methods libraries/hvvr/raycaster/intersect.cu (1 line): - line 431: // TODO: implement libraries/hvvr/raycaster/sample_hierarchy.cpp (1 line): - line 69: // TODO: undo sample-space padding of tile extents, and calculate correct padding in camera space libraries/hvvr/raycaster/gpu_foveated.cu (1 line): - line 317: // TODO: compute sigma libraries/hvvr/raycaster/sort.h (1 line): - line 19: // TODO: CUDA 8.0 -> 9.1 transition... PTX is OK (unchanged), SASS is busted