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| author | skal <pascal.massimino@gmail.com> | 2026-02-07 08:56:11 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-07 08:56:11 +0100 |
| commit | 9061e7cd1b85ffff55f74157be4a67a7d9148143 (patch) | |
| tree | 73787b9f2f5ef5a48c7b5238b0b78ad3680f7bfc /src/audio/jittered_audio_backend.h | |
| parent | da16d32f1e1adab7e461cd228e5fcecc60e1a41c (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>
Diffstat (limited to 'src/audio/jittered_audio_backend.h')
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