TODO (in order of priority)\r
MUSTS for 0.9\r
-- First iteration of gdx2d/Gdx2DPixmap (see current stubs, loading works already), refactoring of Texture and Pixmap accordingly. No more Graphics.newXXX. Think about where managed textures will get reloaded.\r
+- refactoring of Texture and Pixmap accordingly. No more Graphics.newXXX. Think about where managed textures will get reloaded.\r
- AnimatedSprite\r
- Implementing Matrix3.inv()\r
+- Fix Label actor class\r
- Rework camera classes, Not happy With the distinction at the moment, should be merged and have a flag/mode -> ortho,perspective\r
- Proper fullscreen support for Lwjgl and Jogl backends, only Angle backend supports it atm\r
- http://code.google.com/p/libgdx/issues/list, fix all these defects \r
- Spatial partitioning datastructures (Octree, Hashed Grids), follow example from my book in terms of API, SpatialHashGrid. Distinction between static and dynamic objects, insertion performed via bounding shape and object reference. Dynamic objects need to be reinserted each frame. Classes to partition triangle soups as well. Could be a new bounding shape. See Chris Hecker's book. \r
\r
DIDN'T MAKE IT\r
-- z-ordering of sprites. the z-buffer idea just won't work. and sorting can be done external to the SpriteBatch. The implementation is complex enough as is. Maybe consider a SpriteBatch3 that allows z-coords to be specified along with billboarding.
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+- z-ordering of sprites. the z-buffer idea just won't work. and sorting can be done external to the SpriteBatch. The implementation is complex enough as is. Maybe consider a SpriteBatch3 that allows z-coords to be specified along with billboarding.\r
+- screenshot method in Graphics
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