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<title>demo.git/src/tests, branch v0.1</title>
<subtitle>Vide-coded 64k demo system</subtitle>
<id>https://git.taar-o.com/demo.git/atom?h=v0.1</id>
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<updated>2026-02-03T09:59:08Z</updated>
<entry>
<title>test(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)</title>
<updated>2026-02-03T09:59:08Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T09:59:08Z</published>
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<id>urn:sha1:124899f27b6c1ec02bfa16a57a4e43ea2b7ebac0</id>
<content type='text'>
Implemented comprehensive unit tests for ShaderComposer and a validation test for production WGSL shader assets. This ensures the shader asset pipeline is robust and that all shaders contain required entry points and snippets. Also improved InitShaderComposer to be more robust during testing.
</content>
</entry>
<entry>
<title>fix: Resolve shader initialization crashes and build errors</title>
<updated>2026-02-03T07:23:00Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T07:23:00Z</published>
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<id>urn:sha1:dd849f36c09d08c4cd7a66348232206032455700</id>
<content type='text'>
Fixes crashes in demo64k and test_3d_render caused by uninitialized ShaderComposer. Moves InitShaderComposer() call before effect initialization in gpu.cc and adds explicit call in test_3d_render.cc. Also fixes include paths for generated assets.h in multiple files.
</content>
</entry>
<entry>
<title>feat: Finalize tracker asset-sample integration with unified pasting strategy</title>
<updated>2026-02-03T06:39:54Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T06:39:54Z</published>
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<id>urn:sha1:5fc0517ffed67411ce5ca529742a2142acc2b5dc</id>
<content type='text'>
</content>
</entry>
<entry>
<title>feat: Complete audio tracker system integration and tests</title>
<updated>2026-02-02T22:26:16Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T22:26:16Z</published>
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<id>urn:sha1:2519948f03a8fc467614bdfbdf5bd3e065dbcb5e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>feat(test): Add comprehensive math and shader composer tests</title>
<updated>2026-02-02T16:41:03Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T16:41:03Z</published>
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<id>urn:sha1:dd8203877476993541a2c0e743a5d636fa6ea275</id>
<content type='text'>
- Implemented test_shader_composer.cc to verify WGSL snippet assembly.
- Expanded test_maths.cc with rigorous matrix inversion and transposition checks.
- Verified that A * inv(A) equals Identity for various TRS combinations.
- Updated CMakeLists.txt to include the new test targets.
</content>
</entry>
<entry>
<title>fix(3d): Stabilize shadows and isolate floor grid texture</title>
<updated>2026-02-02T16:39:14Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T16:39:14Z</published>
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<id>urn:sha1:6847a7e1b54c9f76feef0c4110a897600983416e</id>
<content type='text'>
- Reverted floor to BOX (SDF) for robust shadow receipt.
- Updated shader to apply grid pattern ONLY to instance 0 (floor) or PLANE objects.
- Restored noise-based texturing for floating cubes and other SDF primitives.
- Verified that shadows and textures are now correctly applied across all scene elements.
</content>
</entry>
<entry>
<title>fix(3d): Distinguish floor grid from object textures</title>
<updated>2026-02-02T16:34:03Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T16:34:03Z</published>
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<id>urn:sha1:4eb0a67ad12fdd8c82d7cbc37991b6977cb86568</id>
<content type='text'>
- Switched floor back to PLANE type in test_3d_render.
- Updated fragment shader to apply grid pattern ONLY to PLANE objects.
- Restored noise-based bump mapping and texturing for BOX and other SDF primitives.
- Verified correct visual appearance of floating cubes (no fixed grid).
</content>
</entry>
<entry>
<title>test(3d): Enlarge objects and pack them closer to the center</title>
<updated>2026-02-02T16:22:25Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T16:22:25Z</published>
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<id>urn:sha1:021a3c576ffdcbac4e4df9e01c03e0b5c3cf75dd</id>
<content type='text'>
- Increased number of random objects to 30.
- Enlarged base scale of all objects.
- Restricted object distribution radius to encourage inter-object shadows.
- Scaled up center torus and moving sphere.
</content>
</entry>
<entry>
<title>fix(3d): Tighten torus proxy hull and ensure floor grid visibility</title>
<updated>2026-02-02T16:10:39Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T16:10:39Z</published>
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<id>urn:sha1:01b3442ceb51983b2df920259d13edf933a6bfe3</id>
<content type='text'>
- Adjusted Torus proxy hull in vs_main to 1.5x0.5x1.5 for better SDF fit.
- Updated VisualDebug::add_box to use per-object local extents.
- Standardized floor grid mapping in fs_main using planar p.xz projection.
- Verified non-uniform scale and rotation robustness in test_3d_render.
</content>
</entry>
<entry>
<title>chore: Apply final code formatting and cleanup</title>
<updated>2026-02-02T16:00:32Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T16:00:32Z</published>
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