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authorskal <pascal.massimino@gmail.com>2026-02-01 16:18:19 +0100
committerskal <pascal.massimino@gmail.com>2026-02-01 16:18:19 +0100
commit1522b95c838fc3e567066fd96dede3dca25cbc95 (patch)
tree24dd8d2bc586f8b9f8f3518b4fe68907e8eeb1d4 /src/gpu/texture_manager.h
parent1481b0a6313b725eec3e3ebeea085e98703df00f (diff)
feat(gpu): Integrate bumpy 3D renderer into main demo
- Added depth buffer support to MainSequence. - Implemented Hybrid3DEffect for the main timeline. - Fixed effect initialization order in MainSequence. - Ensured depth-stencil compatibility for all scene effects. - Updated demo sequence with 3D elements and post-processing.
Diffstat (limited to 'src/gpu/texture_manager.h')
-rw-r--r--src/gpu/texture_manager.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/gpu/texture_manager.h b/src/gpu/texture_manager.h
index 3faf74c..54dcfeb 100644
--- a/src/gpu/texture_manager.h
+++ b/src/gpu/texture_manager.h
@@ -37,6 +37,9 @@ class TextureManager {
// Registers and generates a texture immediately
void create_procedural_texture(const std::string& name,
const ProceduralTextureDef& def);
+
+ // Creates a texture from existing data (RGBA8)
+ void create_texture(const std::string& name, int width, int height, const uint8_t* data);
// Retrieves a texture view by name (returns nullptr if not found)
WGPUTextureView get_texture_view(const std::string& name);