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authorskal <pascal.massimino@gmail.com>2026-02-02 17:23:31 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 17:23:31 +0100
commit535ea3e2fdb90a524210e306d309f54f4630d348 (patch)
tree214aaf9c8d440217ae93be1ec5b465c8dfd62f7f /TODO.md
parent021a3c576ffdcbac4e4df9e01c03e0b5c3cf75dd (diff)
docs: Record Task 21.2 completion and update session priorities
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## Priority 3: Shader Optimization (Task #21)
**Goal:** Improve GPU performance and reduce shader source bloat.
-- [ ] **Attack Plan - Normal Factorization:** Create a standard WGSL helper for normal calculation to avoid duplicate code in every effect.
-- [ ] **Attack Plan - Ray Bounds:** Derive `t_min` and `t_max` for ray-marching from the proxy hull entry/exit points to minimize iterations.
+- [ ] **Attack Plan - WGSL Library (21.1):** Create a standard set of WGSL includes/helpers for normals, bump mapping, and lighting.
- [ ] **Attack Plan - SDF Macros:** Use `#define` macros in WGSL to simplify sampling and bump mapping logic.
## Future Goals
@@ -28,6 +27,7 @@ This file tracks prioritized tasks with detailed attack plans.
- [ ] **Task #22: Windows Native Platform**: Replace GLFW with direct Win32 API calls for the final 64k push.
## Recently Completed
+- [x] **Tight Ray Bounds (Task 21.2)**: Derived t_min and t_max from proxy hull hits via local-space ray-box intersection.
- [x] **High-DPI Fix**: Resolved viewport "squishing" via dynamic resolution uniforms and explicit viewports.
- [x] **Unified 3D Shadows**: Implemented robust SDF shadows across all objects using `inv_model` transforms.
- [x] **Tight Proxy Hulls**: Optimized Torus proxy geometry and debug wireframes.