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-rw-r--r--doc/ASSET_SYSTEM.md8
1 files changed, 4 insertions, 4 deletions
diff --git a/doc/ASSET_SYSTEM.md b/doc/ASSET_SYSTEM.md
index 87d2a9a..a97886c 100644
--- a/doc/ASSET_SYSTEM.md
+++ b/doc/ASSET_SYSTEM.md
@@ -31,10 +31,10 @@ The `ASSET_TYPE` field explicitly defines how the asset is processed and used at
The asset system operates in two modes, controlled by the `DEMO_STRIP_ALL` CMake flag:
1. **Development Mode (`DEMO_STRIP_ALL=OFF`)**:
- * Heavy assets (`SPEC`, `MP3`) are **loaded from disk** at runtime.
+ * `WGSL`, `SPEC`, and `MP3` assets are **loaded from disk** at runtime.
* The `asset_packer` generates a C-string containing the file path for these assets.
* The `AssetManager` reads the file on first access, caches it, and returns the content.
- * This mode allows for rapid iteration on audio assets without requiring a full recompile.
+ * This mode allows for rapid iteration on shaders and audio without requiring a full recompile.
2. **Release Mode (`DEMO_STRIP_ALL=ON`)**:
* All assets are **embedded directly into the binary** as `const` byte arrays.
@@ -84,7 +84,7 @@ AssetType t = GetAssetType(AssetId::MY_ASSET);
Tool: `tools/asset_packer.cc`
1. Parse workspace `assets.txt`.
-2. If in **Development Mode**, for `SPEC` and `MP3` assets, it generates a C-string with the file path.
+2. If in **Development Mode**, for `WGSL`, `SPEC`, and `MP3` assets, it generates a C-string with the file path.
3. If in **Release Mode**, it reads and processes all files into byte arrays (images → RGBA8, meshes → vertex/index, etc.).
4. Generate `src/generated/assets.h` (enum + declarations).
5. Generate `src/generated/assets_data.cc` (byte arrays/paths + `AssetRecord` table).
@@ -108,4 +108,4 @@ MY_KICK, SPEC, music/my_kick.spec, "Description"
MY_SHADER, WGSL, shaders/my_shader.wgsl, "Description"
```
-Rebuild: `cmake --build build -j4` — CMake detects manifest changes automatically. In development mode, changes to `.spec` or `.mp3` files do not require a rebuild.
+Rebuild: `cmake --build build -j4` — CMake detects manifest changes automatically. In development mode, changes to `.wgsl`, `.spec`, or `.mp3` files do not require a rebuild.