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| author | skal <pascal.massimino@gmail.com> | 2026-02-02 14:25:41 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-02 14:25:41 +0100 |
| commit | 43e257fab0ca544edbb36604a7871f96fd0142bf (patch) | |
| tree | 927ee2f22f52d5cafb8ed201a680a149ffdc128a /PROJECT_CONTEXT.md | |
| parent | 7f57832c8b64ad560409523dfd69a324245a7761 (diff) | |
fix(shader): Correct WGSL loop syntax in calc_shadow
- Replaced invalid 'i++' with 'i = i + 1' in the shader's calc_shadow function loop.
- This resolves the shader parsing error and allows the 3D renderer test to run successfully on all platforms.
Diffstat (limited to 'PROJECT_CONTEXT.md')
| -rw-r--r-- | PROJECT_CONTEXT.md | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md index 538d00e..0222963 100644 --- a/PROJECT_CONTEXT.md +++ b/PROJECT_CONTEXT.md @@ -39,6 +39,7 @@ Style: - [ ] **Visual Debug Mode**: Implement a debug overlay (removable with `STRIP_ALL`) to render wireframe bounding volumes, object trajectories, and light source representations. - [ ] **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' - **Phase 2: Advanced Size Optimization** - [x] PC+Windows (.exe binary) via MinGW - [ ] Task #4a: Linux Cross-Compilation |
