For 1.4: Test build with gcc 4.3 Finish doc TODO list Update plugin docs to point to User's 1.4 plugin directory ImTex compile fix Texture path problem on Win32 OBJ relative material path with parent dir For 1.6: Resample animation Change animation playback speed Bone Joints Interactive influence weight adjustment IK Considerations Fix relative paths when saving in a different directory Export/Import MM3D Geometry Materials Skeleton Animations Texture Projections Types Icosahedron Gradient textures Only list supported image formats in animation capture export Integrate libmisfit Make middle mouse button scroll zoom in on point under the mouse Delay normal calculation when manipulating a large number of vertices Fix MM3D data size problem (assume size instead of using read size) Embedded textures Implement embedded textures Extract embedded textures to external files Allow double-sided polygons Attract near/far Position decal 2D/3D Curve: linear/sin/log/quad Later: Warn user if some model properties will not be saved in specified format Format options: Model format-specific dialog box (like Save dialog) Must save in that format to get dialog Dialog always available (tabbed for each format?) Save format-specific options in MM3D format Options dialog can encode/decode Prompt at save time Only prompt for options on first save or on "Save As" Meta data context panel For meta data of any primitive Coloring on texture paint Adjust texture coordinates on turn edge? Adjust texture coordinates on split edge? On user path input, always replace backslashes with slashes MD3 Custom export dialog to select groups, tags, and animations Handle missing/out-of-order animations more sanely Center viewport on mouse position Point meta data? Check flipping on 3DS texture coordinates Import heightmap as "terrain" Transformation - scale translation keyframes MM3D Unsupported data Load/save unknown type info UI for unknown type info Cylinder/Sphere Mapping Projection Window Show test pattern Move pole on sphere? Move pole on icosahedron? Bone Joints Multiple root joints Allowing reparenting and re-rooting of bone structure will invalidate keyframe animations have to deal with parents defined after children Allow setting of other OpenGL options? Commands Increase poly count to smooth (see blender?) Text Force save of a specific type Report OpenGL status (supported options) Unified drawing code Consider using glVertexPointer, glInterleavedArrays, or other draw optimization Import/Export .X (DirectX) Lightwave Export 3DS AC3D Wings MD5 ASE Direct primitive property edit Scale UV Normal Tools Align to line Align to plane Select Select Edge Click repeatedly to cycle through faces under the mouse (Ctrl-click?) Sculpt tool (surface that pushes selected vertices) More complete plugin window Allow enabling/disabling of plugins Allow plugin initialization order changes? Apply heightmap to selected faces Attempt to correct bad data in mm3d load, and allow user to attempt to continue Probably never: Finish MenuManager Hooks for add/remove model elements (for plugins) Scripting Make copy of model Script directories grafted into menu Script debugger Selection Select All Created (or all of type) Bilinear autoscale on non-power-of-two textures Animation Add frame relative Tools Ruler Chamfered primitives Custom lighting Save viewport as JPEG Import/Export FBX SMD Gamestudio MDL Renderman Blender Maya ASCII Raw OpenGL (Triangle Vertices, Normals, and Texture Coords) Texture coordinates Map group should preserve aspect ratio