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authorskal <pascal.massimino@gmail.com>2026-02-07 08:56:11 +0100
committerskal <pascal.massimino@gmail.com>2026-02-07 08:56:11 +0100
commit9061e7cd1b85ffff55f74157be4a67a7d9148143 (patch)
tree73787b9f2f5ef5a48c7b5238b0b78ad3680f7bfc /assets/final/shaders
parentda16d32f1e1adab7e461cd228e5fcecc60e1a41c (diff)
docs: Add Task #68 for mesh wireframe rendering in debug mode
Adds low-priority task to enhance visual debug mode with wireframe overlay for mesh objects. **Current State:** Visual debug mode shows normals for all objects (SDF primitives and meshes) **Proposed Enhancement:** Show triangle edges as lines for mesh objects to visualize mesh structure **Implementation:** - Extend VisualDebug class with mesh wireframe function - For each triangle: draw 3 lines connecting vertices (v0→v1, v1→v2, v2→v0) - Transform vertices to world space using model matrix - Use distinct color (cyan for edges, yellow for normals) - Guard with !STRIP_ALL to avoid production overhead **Use Cases:** - Verify mesh topology and face orientation - Debug mesh loading/transformation issues - Visualize mesh structure alongside SDF primitives - Check for degenerate triangles or mesh artifacts **Technical Approach:** - Access mesh via AssetManager::GetMeshAsset() - Iterate through indices in groups of 3 - Use existing VisualDebug::draw_line() API - Transform: world_pos = model_matrix * local_pos **Priority:** Low (debug visualization only, not production feature) This complements the existing normal visualization and improves mesh debugging capabilities. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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