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authorskal <pascal.massimino@gmail.com>2026-02-03 18:52:44 +0100
committerskal <pascal.massimino@gmail.com>2026-02-03 18:52:44 +0100
commitc3714939897af2541c655c03bcdd61108fff46ea (patch)
tree8f17ff6c99f1199d053826a3ffd75e7f7e629d2b /doc/3D.md
parentbeb6fb14543b69b096f91142e82016ccacd1d9eb (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.
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@@ -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**.