| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 37 hours | handoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass ↵ | skal | |
| 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). | |||
| 2 days | fix: Implement proper skybox rendering with Perlin noise | skal | |
| - Added ObjectType::SKYBOX for dedicated skybox rendering. - Created assets/final/shaders/skybox.wgsl for background rendering. - Implemented a two-pass rendering strategy in Renderer3D::render: - First pass renders the skybox without depth writes. - Second pass renders scene objects with depth testing. - Corrected GlobalUniforms struct in common_uniforms.wgsl and src/3d/renderer.h to include and explicit padding for 112-byte alignment. - Updated Renderer3D::update_uniforms to set the new and zero-initialize padding. - Reverted sky sampling logic in renderer_3d.wgsl to for SDF misses, preventing background bleed-through. - Updated test_3d_render.cc to include a SKYBOX object with Perlin noise. handoff(Gemini): The skybox is now correctly rendered with Perlin noise as a dedicated background pass. Objects render correctly without transparency to the sky. All necessary C++ and WGSL shader changes are implemented and verified. | |||
