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authorskal <pascal.massimino@gmail.com>2026-02-02 17:42:15 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 17:42:15 +0100
commite18a1c584124a4ede62764191beac3f9d790b719 (patch)
tree81b0b66a67b3f261355299aa88417768e2f916f3 /TODO.md
parentdd8203877476993541a2c0e743a5d636fa6ea275 (diff)
docs: Finalize session task tracking and project context
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## Priority 3: Shader Optimization (Task #21)
**Goal:** Improve GPU performance and reduce shader source bloat.
-- [ ] **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
@@ -27,7 +26,9 @@ 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] **WGSL Library (Task 21.1)**: Implemented ShaderComposer for modular WGSL snippet management.
- [x] **Tight Ray Bounds (Task 21.2)**: Derived t_min and t_max from proxy hull hits via local-space ray-box intersection.
+- [x] **Math & Unit Tests**: Added rigorous matrix inversion checks and ShaderComposer verification tests.
- [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.