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| author | skal <pascal.massimino@gmail.com> | 2026-02-02 12:19:10 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-02 12:19:10 +0100 |
| commit | dc47af28f09705d28e9975867d7fad9a395f9163 (patch) | |
| tree | 5ae97b21542d2824c9c9d422ed1b4a25331fa1a2 /doc/PROCEDURAL.md | |
| parent | a5b27673c29ca39b6b35bb0f5c4be224d7b41b5a (diff) | |
refactor(build): Centralize generated files and clean up project layout
- Task A: Centralized all generated code (assets, timeline) into a single directory to create a single source of truth.
- Task A: Isolated test asset generation into a temporary build directory, preventing pollution of the main source tree.
- Task B: Vertically compacted all C/C++ source files by removing superfluous newlines.
- Task C: Created a top-level README.md with project overview and file descriptions.
- Task D: Moved non-essential documentation into a directory to reduce root-level clutter.
Diffstat (limited to 'doc/PROCEDURAL.md')
| -rw-r--r-- | doc/PROCEDURAL.md | 24 |
1 files changed, 24 insertions, 0 deletions
diff --git a/doc/PROCEDURAL.md b/doc/PROCEDURAL.md new file mode 100644 index 0000000..c6bf688 --- /dev/null +++ b/doc/PROCEDURAL.md @@ -0,0 +1,24 @@ +# Procedural textures + +## the idea +We need a way to produce textures procedurally. +These texture can be generated on the CPU or the +GPU with a shader and the proper rendering target, +and then sent back to main memory. + +## What textures? + +The procedure can be use to pre-calc env maps +and lighting maps, or textures (fractals, fonts, etc.) + +## how + +This could be integrated in the asset system as +a special "compression" case (instead of "NONE", you +have "PROC(the_function_name_to_call)" as compression +type). + +## code + +let's have a proper 'src/procedural' sub-directory +with all the code related to procedural textures. |
