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authorskal <pascal.massimino@gmail.com>2026-02-02 12:19:10 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 12:19:10 +0100
commitdc47af28f09705d28e9975867d7fad9a395f9163 (patch)
tree5ae97b21542d2824c9c9d422ed1b4a25331fa1a2 /PROCEDURAL.md
parenta5b27673c29ca39b6b35bb0f5c4be224d7b41b5a (diff)
refactor(build): Centralize generated files and clean up project layout
- Task A: Centralized all generated code (assets, timeline) into a single directory to create a single source of truth. - Task A: Isolated test asset generation into a temporary build directory, preventing pollution of the main source tree. - Task B: Vertically compacted all C/C++ source files by removing superfluous newlines. - Task C: Created a top-level README.md with project overview and file descriptions. - Task D: Moved non-essential documentation into a directory to reduce root-level clutter.
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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.