Laser Sensing Display for UI interfaces in the real world

Dependencies:   mbed

Fork of skinGames_forktest by Alvaro Cassinelli

Revision:
47:199042980678
Parent:
45:5ef809480c12
--- a/Scene.h	Sun Mar 30 08:58:59 2014 +0000
+++ b/Scene.h	Thu Apr 17 08:04:14 2014 +0000
@@ -85,6 +85,12 @@
     // have a clear separation between sensing parameters "tweaking" (like mirror delays, setting methods and variables) and the more pure graphical BaseObject  
 
     Box3d enclosingBox; // this will be filled when rendering the object or when explicitly computing the enclosing box
+    
+    // FUTURE WORK: 
+    // - OBJECTS should have their own transformation matrix, and methods (inherited from a base class?) to modify it or recreate it. This way we will 
+    // avoid transforming the object 3d points independently, which will create problems because approximations. Eventually, these objects will have 
+    // behaviours that will affect this transformation matrix (as a function of time). When rendering an object, the object original 3d points will be first modified by 
+    // the object's own RT, THEN by the global modelview. This is exactly like in an openGL program...
 };
 
 // ==============================================================================================================================================