Summary: 66 instances, 43 unique Text Count // TODO: expose tree material 1 sample = (byte)(Mathf.Clamp(a.Samples[i] + b.Samples[i], 0, System.Byte.MaxValue)); // TODO support multi-byte samples 1 byte[] compressedData = new byte[size]; //TODO 10376403 - pool this 1 // TODO: Check DX12 and consoles, implement read-only depth if possible 1 float nv = saturate(dot(normal, viewDir)); // TODO: this saturate should no be necessary here 1 public enum MessageTypeInternal : uint { //TODO - rename this to type; it's already in Message class 1 { //TODO - rename this to type; it's already in Message class 1 // TODO: Check each individual platform rather than using the Win64 DLL status for the overall package status. 1 //TODO: The following require reflection or static analysis. 1 ///TODO - if you change scenes you'll want to call OnPreSceneLoad to detach the sound emitters 2 mixClip.WriteSample(a.Samples[aReadCount]); // TODO support multi-byte samples 1 // TODO - we could first search for Very Low, then Low, etc ... TBD if it's worth the effort 1 sample = a.Samples[i]; // TODO support multi-byte samples 1 byte sample = 0; // TODO support multi-byte samples 1 WriteSample((byte)(Mathf.Clamp01(Mathf.Abs(sourceData[i])) * System.Byte.MaxValue)); // TODO support multi-byte samples 1 //TODO: normalize seems to be necessary when scales do go beyond the 2...-2 range, should we limit that? 1 public void WriteSample(byte sample) // TODO support multi-byte samples 1 Samples[Count * OVRHaptics.Config.SampleSizeInBytes] = sample; // TODO support multi-byte samples 1 sample = (byte)(Mathf.Clamp(a.Samples[aReadCount] + b.Samples[bReadCount], 0, System.Byte.MaxValue)); // TODO support multi-byte samples 1 // TODO: CAUTION: remap from Morten may work only with offline convolution, see impact with runtime convolution! 1 // TODO: this preload behavior is not yet implemented 1 // TODO: Add native result/error codes 1 /////@TODO: what is is this multiply 2x here??? 1 //TODO: Literally everything for MSVG 1 m_Text: 21 WriteSample(sample); // TODO support multi-byte samples 1 // TODO: Decide what to do with the text. Can only debug render in OnGUI() 2 // TODO: tree rotation 1 v.normal = float3(0, 1, 0); // TODO: reconstruct the tangent space in the pixel shader. Seems to be hard with surface shader especially when other attributes are packed together with tSpace. 1 float3 normalWorld = NormalizePerPixelNormal(tangent * normalTangent.x + binormal * normalTangent.y + normal * normalTangent.z); // @TODO: see if we can squeeze this normalize on SM2.0 as well 1 // MTF TODO 1 // TODO: specular is too weak in Linear rendering mode 1 menuOffset = transform.position; // TODO: this is unpredictable/busted 1 sample = b.Samples[bReadCount]; // TODO support multi-byte samples 1 mixClip.WriteSample(sample); // TODO support multi-byte samples 1 // TODO: Really need a better define for iOS Metal than the framebuffer fetch one, that's also enabled on android and webgl (???) 1 //@TODO: Temporary until Geomerics gives us an API to convert lightmaps to RGBM in gamma space on the enlighten thread before we upload the textures. 1 byte sample = 0; // TODO support multi-byte samples 1 // TODO - some day just enumerate these 1 sample = b.Samples[i]; // TODO support multi-byte samples 1 return new Vector3f(); //TODO: Convert legacy quat to vec3? 2 float dominantAxis = max(max(absVec.x, absVec.y), absVec.z); // TODO use max3() instead 1 // TODO: Merge this with core utilities plugin updater functionality. Piggybacking here to avoid an orphaned delete in the future. 1