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| author | skal <pascal.massimino@gmail.com> | 2026-02-03 18:52:44 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-03 18:52:44 +0100 |
| commit | c3714939897af2541c655c03bcdd61108fff46ea (patch) | |
| tree | 8f17ff6c99f1199d053826a3ffd75e7f7e629d2b /doc/3D.md | |
| parent | beb6fb14543b69b096f91142e82016ccacd1d9eb (diff) | |
docs: number all tasks for reference
Assigned reference numbers to all remaining tasks in documentation:
- Task #34: Full STL Removal
- Task #35: CRT Replacement
- Task #36: Blender Exporter
- Task #37: Asset Ingestion
- Task #38: Runtime Loader
- Task #39: Visual Debugging System
- Task #40: Advanced Lighting & Transparency
- Task #41: Spectrogram Editor HTML Tool
- Task #42: Vectorial Spectrogram Reader (C++)
- Task #43: Spectrogram Drawing Bricks
Ensured consistent task numbering across PROJECT_CONTEXT.md and TODO.md.
Diffstat (limited to 'doc/3D.md')
| -rw-r--r-- | doc/3D.md | 6 |
1 files changed, 3 insertions, 3 deletions
@@ -35,16 +35,16 @@ removed with STRIP_ALL) that: d) displays the ray/object intersection interactively e) show the lights (direction, cone, ...), display their shadow-map in 3d and on-screen (2d). -This must be captured and tracked as a sub-task +This must be captured and tracked as **Task #39: Visual Debugging System**. ## future step Have an exporter from Blender modelling software. That would be a converter from simple blender-exported files to our internal format (as an asset for -our AssetManager or as c++ code directly) +our AssetManager or as c++ code directly) - **Task #36: Blender Exporter**. ## latter improvement How to handle transparency? Multi-Ray-casting? -We need to think about the lighting strategy. +We need to think about the lighting strategy. - **Task #40: Advanced Lighting & Transparency**. |
