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authorskal <pascal.massimino@gmail.com>2026-02-04 09:45:17 +0100
committerskal <pascal.massimino@gmail.com>2026-02-04 09:45:36 +0100
commit535b63d608948c5a9a85e96d1e8c7e475b00ede0 (patch)
tree58e02774a773abe364fbe72682237203d22f45b6 /src/tests
parentfdbeddc369d4b55d2098ebdb2e9ef160c0f50368 (diff)
handoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass architecture
- Fixed black screen by ensuring clear operations in Pass 2 when Skybox pass is skipped. - Resolved WebGPU validation errors by synchronizing depth-stencil state. - Implemented rotating skybox using world-space ray unprojection (inv_view_proj). - Improved procedural noise generation (multi-octave Value Noise). - Restored scene integrity by correcting object indexing and removing artifacts. - Updated documentation (TODO.md, PROJECT_CONTEXT.md).
Diffstat (limited to 'src/tests')
-rw-r--r--src/tests/test_3d_render.cc7
1 files changed, 2 insertions, 5 deletions
diff --git a/src/tests/test_3d_render.cc b/src/tests/test_3d_render.cc
index 5ae8b3a..2e9b663 100644
--- a/src/tests/test_3d_render.cc
+++ b/src/tests/test_3d_render.cc
@@ -120,11 +120,6 @@ void setup_scene() {
g_scene.clear();
srand(12345); // Fixed seed
- // Skybox object (always drawn first by renderer)
- Object3D skybox(ObjectType::SKYBOX);
- skybox.scale = vec3(1000.0f, 1000.0f, 1000.0f); // Large sphere
- g_scene.add_object(skybox);
-
// Large floor, use BOX type (SDF) at index 0
Object3D floor(ObjectType::BOX);
floor.position = vec3(0, -2.0f, 0);
@@ -222,6 +217,8 @@ int main(int argc, char** argv) {
sky_def.params = {42.0f, 4.0f, 1.0f, 0.5f, 6.0f};
g_textures.create_procedural_texture("sky", sky_def);
+ g_renderer.set_sky_texture(g_textures.get_texture_view("sky"));
+
setup_scene();
g_camera.position = vec3(0, 5, 10);