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@@ -34,12 +34,6 @@ Style:
- [ ] Consolidate WebGPU header inclusions.
- [ ] Remove `std::map`/`std::vector` from hot paths.
-- **Task #24: Shader Asset Integration**
- - [ ] Extract hardcoded WGSL strings into `assets/final/shaders/`.
- - [ ] Register shader assets in `demo_assets.txt`.
- - [ ] Update `ShaderComposer` to load snippets from `AssetManager`.
- - [ ] Refactor `Renderer3D` and `demo64k` to use asset-based shaders.
-
- **Task #18: 3D System Enhancements**
- [ ] **Blender Exporter**: Create script to export scenes to internal binary format.
- [ ] **Asset Pipeline**: Update `asset_packer` and runtime loader for 3D scenes.
@@ -60,6 +54,7 @@ Style:
- [ ] CRT replacement investigation.
### Recently Completed
+- **Shader Asset Integration (Task #24)**: Extracted all hardcoded WGSL strings into `.wgsl` assets, registered them in `demo_assets.txt`, and updated `Renderer3D`, `VisualDebug`, and `Effects` to use `GetAsset` and `ShaderComposer`.
- **WebGPU Stabilization**: Resolved `WGPUSurface` creation failures on macOS by adding platform-specific `GLFW_EXPOSE_NATIVE_COCOA` definitions and fixed validation errors in the render pass configuration.
- **Final Build Stripping (Task #8)**: Implemented the `STRIP_ALL` macro to remove non-essential code (CLI parsing, debug labels, iostream) and refined size optimization flags (`-dead_strip`) for macOS.
- **Minimal Audio Tracker (Task 21.3)**: Finalized a pattern-based audio tracker supporting both procedural notes and asset-based spectrograms with a unified "one-voice-per-pattern" pasting strategy.