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authorskal <pascal.massimino@gmail.com>2026-02-01 10:51:15 +0100
committerskal <pascal.massimino@gmail.com>2026-02-01 10:51:15 +0100
commit8bdc4754647c9c6691130fa91d51fee93c5fc88f (patch)
tree2cfd7f72a21541c488ea48629eef47a6774fc2c4 /PROCEDURAL.md
parent7905abd9f7ad35231289e729b42e3ad57a943ff5 (diff)
feat: Implement 3D system and procedural texture manager
- Extended mini_math.h with mat4 multiplication and affine transforms. - Implemented TextureManager for runtime procedural texture generation and GPU upload. - Added 3D system components: Camera, Object, Scene, and Renderer3D. - Created test_3d_render mini-demo for interactive 3D verification. - Fixed WebGPU validation errors regarding depthSlice and unimplemented WaitAny.
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+# Procedural textures
+
+## the idea
+We need a way to produce textures procedurally.
+These texture can be generated on the CPU or the
+GPU with a shader and the proper rendering target,
+and then sent back to main memory.
+
+## What textures?
+
+The procedure can be use to pre-calc env maps
+and lighting maps, or textures (fractals, fonts, etc.)
+
+## how
+
+This could be integrated in the asset system as
+a special "compression" case (instead of "NONE", you
+have "PROC(the_function_name_to_call)" as compression
+type).
+
+## code
+
+let's have a proper 'src/procedural' sub-directory
+with all the code related to procedural textures.