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| author | skal <pascal.massimino@gmail.com> | 2026-02-06 06:51:16 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-06 06:51:16 +0100 |
| commit | b68c8d8cbe9274e42a89888186152d4ded1a2962 (patch) | |
| tree | 0d0d64ecaad2dadd29a4eff3daeb96867437d1ae /src/gpu/effects | |
| parent | 32a6d4f516b2ff45e25ddc7870e5400c2973fb9a (diff) | |
feat(3d): Implement basic OBJ mesh asset pipeline
Added support for loading and rendering OBJ meshes.
- Updated asset_packer to parse .obj files into a binary format.
- Added MeshAsset and GetMeshAsset helper to asset_manager.
- Extended Object3D with mesh_asset_id and ObjectType::MESH.
- Implemented mesh rasterization pipeline in Renderer3D.
- Added a sample cube mesh and verified in test_3d_render.
Diffstat (limited to 'src/gpu/effects')
| -rw-r--r-- | src/gpu/effects/shaders.cc | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc index 4fc8108..0646f92 100644 --- a/src/gpu/effects/shaders.cc +++ b/src/gpu/effects/shaders.cc @@ -40,6 +40,7 @@ void InitShaderComposer() { AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR); register_if_exists("render/lighting_utils", AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS); + register_if_exists("render/mesh", AssetId::ASSET_SHADER_MESH); register_if_exists("sdf_primitives", AssetId::ASSET_SHADER_SDF_PRIMITIVES); |
