RealityMaterialExplorer/Assets/Oculus/VR/Scripts/OVRHapticsClip.cs (8 lines): - line 77: byte sample = 0; // TODO support multi-byte samples - line 79: sample = (byte)(Mathf.Clamp(a.Samples[i] + b.Samples[i], 0, System.Byte.MaxValue)); // TODO support multi-byte samples - line 81: sample = a.Samples[i]; // TODO support multi-byte samples - line 83: sample = b.Samples[i]; // TODO support multi-byte samples - line 85: WriteSample(sample); // TODO support multi-byte samples - line 104: public void WriteSample(byte sample) // TODO support multi-byte samples - line 114: Samples[Count * OVRHaptics.Config.SampleSizeInBytes] = sample; // TODO support multi-byte samples - line 149: WriteSample((byte)(Mathf.Clamp01(Mathf.Abs(sourceData[i])) * System.Byte.MaxValue)); // TODO support multi-byte samples RealityMaterialExplorer/Assets/Scenes/ResearchSceneEmpty.unity (7 lines): - line 615: m_Text: - line 7242: m_Text: - line 8624: m_Text: - line 9544: m_Text: - line 13931: m_Text: - line 14250: m_Text: - line 20671: m_Text: RealityMaterialExplorer/Assets/Scenes/ResearchScene.unity (7 lines): - line 615: m_Text: - line 7499: m_Text: - line 8987: m_Text: - line 10087: m_Text: - line 14701: m_Text: - line 15101: m_Text: - line 21933: m_Text: RealityMaterialExplorer/Assets/Scenes/SingleObjectResearchScene.unity (7 lines): - line 269: m_Text: - line 5365: m_Text: - line 6210: m_Text: - line 6776: m_Text: - line 9499: m_Text: - line 9614: m_Text: - line 14366: m_Text: RealityMaterialExplorer/Assets/Oculus/VR/Scripts/OVRHaptics.cs (5 lines): - line 329: byte sample = 0; // TODO support multi-byte samples - line 332: sample = (byte)(Mathf.Clamp(a.Samples[aReadCount] + b.Samples[bReadCount], 0, System.Byte.MaxValue)); // TODO support multi-byte samples - line 337: sample = b.Samples[bReadCount]; // TODO support multi-byte samples - line 340: mixClip.WriteSample(sample); // TODO support multi-byte samples - line 349: mixClip.WriteSample(a.Samples[aReadCount]); // TODO support multi-byte samples RealityMaterialExplorer/Assets/ModifiedShader/CGIncludes/UnityStandardBRDF.cginc (3 lines): - line 286: float nv = saturate(dot(normal, viewDir)); // TODO: this saturate should no be necessary here - line 468: // TODO: specular is too weak in Linear rendering mode - line 1957: //TODO: Literally everything for MSVG RealityMaterialExplorer/Assets/Oculus/AudioManager/Scripts/Audio/AudioManager.cs (3 lines): - line 52: // TODO: this preload behavior is not yet implemented - line 134: ///TODO - if you change scenes you'll want to call OnPreSceneLoad to detach the sound emitters - line 154: ///TODO - if you change scenes you'll want to call OnPreSceneLoad to detach the sound emitters RealityMaterialExplorer/Assets/ModifiedShader/CGIncludes/HLSLSupport.cginc (2 lines): - line 36: // TODO: Check DX12 and consoles, implement read-only depth if possible - line 679: // TODO: Really need a better define for iOS Metal than the framebuffer fetch one, that's also enabled on android and webgl (???) RealityMaterialExplorer/Assets/Oculus/VR/Scripts/OVRPlugin.cs (2 lines): - line 2227: return new Vector3f(); //TODO: Convert legacy quat to vec3? - line 2266: return new Vector3f(); //TODO: Convert legacy quat to vec3? RealityMaterialExplorer/Assets/Oculus/Avatar/Scripts/OvrAvatarSDKCAPI.cs (2 lines): - line 1557: // TODO: Decide what to do with the text. Can only debug render in OnGUI() - line 1589: // TODO: Decide what to do with the text. Can only debug render in OnGUI() RealityMaterialExplorer/Assets/Oculus/Spatializer/scripts/ONSPPropagationGeometry.cs (2 lines): - line 250: // TODO: expose tree material - line 448: // TODO: tree rotation RealityMaterialExplorer/Assets/Oculus/SampleFramework/Core/DebugUI/Scripts/DebugUIBuilder.cs (1 line): - line 84: menuOffset = transform.position; // TODO: this is unpredictable/busted RealityMaterialExplorer/Assets/Oculus/Spatializer/scripts/ONSPAmbisonicsNative.cs (1 line): - line 109: // TODO: Add native result/error codes RealityMaterialExplorer/Assets/Oculus/SampleFramework/Usage/DistanceGrab/Materials/ToyCubeWithOutline.shader (1 line): - line 52: // MTF TODO RealityMaterialExplorer/Assets/ModifiedShader/CGIncludes/UnityStandardUtils.cginc (1 line): - line 275: //TODO: normalize seems to be necessary when scales do go beyond the 2...-2 range, should we limit that? RealityMaterialExplorer/Assets/Oculus/Platform/Editor/OculusPlatformSettingsEditor.cs (1 line): - line 284: // TODO: Merge this with core utilities plugin updater functionality. Piggybacking here to avoid an orphaned delete in the future. RealityMaterialExplorer/Assets/ModifiedShader/CGIncludes/UnityImageBasedLighting.cginc (1 line): - line 526: // TODO: CAUTION: remap from Morten may work only with offline convolution, see impact with runtime convolution! RealityMaterialExplorer/Assets/Oculus/AudioManager/Scripts/Audio/AudioManager_Sound.cs (1 line): - line 390: // TODO - we could first search for Very Low, then Low, etc ... TBD if it's worth the effort RealityMaterialExplorer/Assets/Oculus/Platform/Scripts/PlatformInternal.cs (1 line): - line 16: public enum MessageTypeInternal : uint { //TODO - rename this to type; it's already in Message class RealityMaterialExplorer/Assets/Oculus/Platform/Scripts/Message.cs (1 line): - line 63: { //TODO - rename this to type; it's already in Message class RealityMaterialExplorer/Assets/ModifiedShader/CGIncludes/UnityBuiltin3xTreeLibrary.cginc (1 line): - line 48: /////@TODO: what is is this multiply 2x here??? RealityMaterialExplorer/Assets/ModifiedShader/CGIncludes/UnityCG.cginc (1 line): - line 571: //@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. RealityMaterialExplorer/Assets/ModifiedShader/CGIncludes/UnityStandardCore.cginc (1 line): - line 134: 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 RealityMaterialExplorer/Assets/Oculus/AudioManager/Scripts/Audio/Editor/OSPPropsPropertyDrawer.cs (1 line): - line 20: // TODO - some day just enumerate these RealityMaterialExplorer/Assets/Oculus/VR/Editor/OVRLint.cs (1 line): - line 76: //TODO: The following require reflection or static analysis. RealityMaterialExplorer/Assets/ModifiedShader/CGIncludes/UnityShadowLibrary.cginc (1 line): - line 112: float dominantAxis = max(max(absVec.x, absVec.y), absVec.z); // TODO use max3() instead RealityMaterialExplorer/Assets/Oculus/Platform/Scripts/Encoder.cs (1 line): - line 32: byte[] compressedData = new byte[size]; //TODO 10376403 - pool this RealityMaterialExplorer/Assets/Oculus/VR/Editor/OVRPluginUpdater.cs (1 line): - line 66: // TODO: Check each individual platform rather than using the Win64 DLL status for the overall package status. RealityMaterialExplorer/Assets/ModifiedShader/CGIncludes/TerrainSplatmapCommon.cginc (1 line): - line 82: 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.