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authorskal <pascal.massimino@gmail.com>2026-02-02 15:16:45 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 15:16:45 +0100
commit316825883c705ed0fe927c32e072f98141d3eaa3 (patch)
tree4cb8bd74b800beb8c73aa4a071a0792baa0fb113
parent3dc1fdae20cd5af828d1224d07464b66cd195c88 (diff)
docs(project): Incorporate detailed debugging tasks from 3D.md
- Expanded 'Task #18: 3D System Enhancements' to include specific debugging features mentioned in the original 3D.md file: - Collision points visualization. - Interactive ray/object intersection visualization. - Visualization of light sources and their shadow maps. - This ensures all potential debugging needs are captured and tracked for future implementation.
-rw-r--r--PROJECT_CONTEXT.md7
1 files changed, 6 insertions, 1 deletions
diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md
index d822a90..59c7ee7 100644
--- a/PROJECT_CONTEXT.md
+++ b/PROJECT_CONTEXT.md
@@ -37,7 +37,12 @@ Style:
- [ ] Develop a web-based tool (`tools/editor`) for creating and editing `.spec` files visually.
- [ ] The tool should support generating `.spec` files from elementary shapes (lines, curves) for extreme compression.
- **Task #18: 3D System Enhancements**
- - [ ] **Visual Debug Mode**: Implement a debug overlay (removable with `STRIP_ALL`) to render wireframe bounding volumes, object trajectories, and light source representations.
+- **Visual Debug Mode**: Implement a debug overlay (removable with `STRIP_ALL`) that includes:
+ - Wireframe bounding volumes (boxes, spheres, etc.)
+ - Object and camera trajectories
+ - Collision points visualization
+ - Interactive ray/object intersection visualization
+ - Light sources (direction, cone) and their shadow maps (3D and on-screen 2D).
- [ ] **Blender Exporter**: Create a tool to convert simple Blender scenes into the demo's internal asset format.
- [ ] **GPU BVH & Shadows**: Implement a GPU-based Bounding Volume Hierarchy (BVH) to optimize scene queries (shadows, AO) from the shader, replacing the current O(N) loop.
- [ ] **Texture and binding groups**: currently we can only bind one texture. Support arbitrary number of textures / binding in a sane way. Avoid immediate 'hacks' and 'fixes'