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authorskal <pascal.massimino@gmail.com>2026-02-02 16:46:59 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 16:46:59 +0100
commit2184a1043d1a071cdc78303b2247145bf3f18c0b (patch)
tree948703ba6541391578c0917fd1ffb208209a321e /src/3d/visual_debug.h
parentfe00b372ea6c376d5e67a1b7392c3fa4f72e6378 (diff)
fix(3d): Correct debug box transforms and restore object textures
- Updated VisualDebug to accept mat4 transforms, enabling wireframes to follow rotating objects. - Restored SDF bump mapping and floor grid texture in the fragment shader. - Added vec4::xyz() helper to mini_math.h. - Fixed Renderer3D to pass the full model matrix for debug visualization.
Diffstat (limited to 'src/3d/visual_debug.h')
-rw-r--r--src/3d/visual_debug.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/3d/visual_debug.h b/src/3d/visual_debug.h
index f02ac6b..a58d913 100644
--- a/src/3d/visual_debug.h
+++ b/src/3d/visual_debug.h
@@ -22,7 +22,7 @@ class VisualDebug {
void shutdown();
// Queue a wireframe box for rendering this frame
- void add_box(const vec3& center, const vec3& extent, const vec3& color);
+ void add_box(const mat4& transform, const vec3& color);
// Render all queued primitives and clear the queue
void render(WGPURenderPassEncoder pass, const mat4& view_proj);