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authorskal <pascal.massimino@gmail.com>2026-02-08 07:38:28 +0100
committerskal <pascal.massimino@gmail.com>2026-02-08 07:38:28 +0100
commitb8e6929cafa41681f0b27ac104c9cf1d4e510837 (patch)
tree4a3e9fe6fec6e550506163d57837f075511702a7 /TODO.md
parentd74c6dae8614d49c6db958291312c772bf8492c2 (diff)
feat(3d): Fix ObjectType::PLANE scaling and consolidate ObjectType mapping
- Implemented correct scaling for planes in both CPU (physics) and GPU (shaders) using the normal-axis scale factor. - Consolidated ObjectType to type_id mapping in Renderer3D to ensure consistency and support for CUBE. - Fixed overestimation of distance for non-uniformly scaled ground planes, which caused missing shadows. - Updated documentation and marked Task A.2 as completed.
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@@ -12,11 +12,7 @@ This file tracks prioritized tasks with detailed attack plans.
- [x] Fixed mesh shadow scaling (excluded meshes from SDF scale factor)
- [x] Fixed floor rendering artifacts (changed from PLANE to BOX)
- [x] **Task A.1**: Investigate and fix missing shadows in test_mesh (Investigated: Shadows are present but box-shaped due to AABB proxy. See `doc/DEBUG_SHADOWS.md`.)
- - [ ] **Task A.2**: Investigate and fix ObjectType::PLANE with non-uniform scaling
- - **Issue**: PLANE with extreme non-uniform scaling (e.g., vec3(20, 0.01, 20)) causes incorrect SDF distance calculations in shadows
- - **Workaround**: Changed test_mesh floor to use ObjectType::BOX instead
- - **Root Cause**: sdPlane distance calculation doesn't account for non-uniform scaling when transformed to local space
- - **Investigation needed**: Determine if PLANE should handle non-uniform scaling or if it's unsupported by design
+ - [x] **Task A.2**: Investigate and fix ObjectType::PLANE with non-uniform scaling (Fixed: Implemented correct scaling factor for planes in map_scene and PhysicsSystem).
- [ ] **Task B: Move platform-specific conditional code into a single header location**
- [ ] Abstract out `#if defined(DEMO_CROSS_COMPILE_WIN32)` statements from core `.cc` and `.h` sources.