-focus handling (rather large change in qt-qml to this recently) -key handling -tiling modes in borderimage -anywhere there is a XXX -there have been numerous fixes in qt-qml (+ some API changes) that need to be integrated - Remove the unused nodes in src/scenegraph/convenience, like SolidRectnode... - Move QxParticles into its own plugin as it is not part of the QML core API - Remove QxPaintedItem and friends from sourcertree.. - New directory structure perhaps? declarative/ canvas/ view items/ all the qxitems scenegraph/ coreapi/ node material renderer materials/ TextureMaterial FlatColorMaterial VertexColorMaterial nodes/ VertexColorRectNode TextureColorRectNode - Make QxImage push normalized source coords into TextureNode so we don't have to renormalize for every geometry change. It also makes a lot more sense, now that TextureNode doesn't know the size of the original pixmap anymore... - Fix any reference to "// ### gunnar: port properly". Some of these will be pointless to port as the upgrade to new QML items is pretty close, so we'll have to evaluate those individually.. - Threaded texture uploads on Mac OS X seems pretty pointless. No matter what I try it seems like I get a hit of 25 ms in the main thread even though shark tells me that a lot of effort has been spent in the background thread too. From the shark traces it looks like the driver does a texture memcpy for the first glDrawElements() that uses the texture in the UI thread. I guess that only leaves PBO uploads, but that won't remedy the problem, I recon... EDIT: CLIENT_STORAGE + TEXTURE_STORAGE as SHARED + seems to kill ALL performance problems - Scene Graph - Product Finalization: - API Review and proper d-ptr implementations where required - Documentation for all public classes - Autotests for all public classes - NodeInterfaces, Scene Graph structure, QSGContext, Texture classes, Renderer - graphical tests through lancelot - Solve the texture problem. Convenient base class, asynchronous uploads (threading?), atlasses? - Multimedia, through Qt Mobility or directly to native API's like gstreamer - We have phonon, but it doesn't work for devices - Gstreamer, would work on meego / linux - Lacking solution on symbian - Upgrade to proper QML Items - Examples for most common usecases - Solve the text problem - Investigate mipmapping - Investigate distance field - Investigate curve rendering on gpu - Scalable unhinted text layout - text as geometry over a physical size? - decide and implement at least one working solution - Optimal backends for SGX, N8 and others. - Pluggable vsync animation - Wayland based - eglSwapBuffers based - signal based? - ShaderEffectItem - Use source to grab static image of subtree for later use - Feed arbitrary texture values into shader effects? - Adaptation layer plugin infrastructure? - Outstanding bugs: - Vsync driver never pauses - TextureManager: - In base class: - Caching structure - list of cached image->texture - list of about to upload textures - virtual sync upload - virtual partial upload... - threading enablers, though disabled by default - Known sub classes: - SGX: supports threaded async uploads + plain normal uploads - default: partial in-thread upload - mac: fast all sync uploads - dumb: - add tests for that createTexture does indeed return something...