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| author | skal <pascal.massimino@gmail.com> | 2026-02-01 10:51:15 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-01 10:51:15 +0100 |
| commit | 8bdc4754647c9c6691130fa91d51fee93c5fc88f (patch) | |
| tree | 2cfd7f72a21541c488ea48629eef47a6774fc2c4 /PROCEDURAL.md | |
| parent | 7905abd9f7ad35231289e729b42e3ad57a943ff5 (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.
Diffstat (limited to 'PROCEDURAL.md')
| -rw-r--r-- | PROCEDURAL.md | 24 |
1 files changed, 24 insertions, 0 deletions
diff --git a/PROCEDURAL.md b/PROCEDURAL.md new file mode 100644 index 0000000..c6bf688 --- /dev/null +++ b/PROCEDURAL.md @@ -0,0 +1,24 @@ +# 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. |
