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35 hoursfeat(cnn_v3): Phase 5 complete — parity validation passing (36/36 tests)skal
- Add test_cnn_v3_parity.cc: zero_weights + random_weights tests - Add gen_test_vectors.py: PyTorch reference implementation for enc0/enc1/bn/dec1/dec0 - Add test_vectors.h: generated C header with enc0, dec1, output expected values - Fix declare_nodes(): intermediate textures at fractional resolutions (W/2, W/4) using new NodeRegistry::default_width()/default_height() getters - Add layer-by-layer readback (enc0, dec1) for regression coverage - Final parity: enc0 max_err=1.95e-3, dec1 max_err=1.95e-3, out max_err=4.88e-4 handoff(Claude): CNN v3 parity done. Next: train_cnn_v3.py (FiLM MLP training).
36 hoursdocs: session handoff — CNN v3 Phase 4 completeskal
- TODO.md: mark Phase 4 done, add FiLM MLP training details (blocked on train_cnn_v3.py), clarify what 'real' set_film_params() requires - COMPLETED.md: archive Phase 4 with alignment fix note (vec3u→64/96 bytes) handoff(Gemini): next up CNN v3 Phase 5 (parity validation) or train_cnn_v3.py
3 daysdocs: archive stale/completed docs, compact active refs (-1300 lines)skal
- Archive WORKSPACE_SYSTEM.md (completed); replace with 36-line operational ref - Archive SHADER_REUSE_INVESTIGATION.md (implemented Feb 2026) - Archive GPU_PROCEDURAL_PHASE4.md (completed feature) - Archive GEOM_BUFFER.md (ideation only, never implemented) - Archive SPECTRAL_BRUSH_EDITOR.md (v1 DCT approach, superseded by MQ v2) - Update CLAUDE.md Tier 3 refs; point Audio to SPECTRAL_BRUSH_2.md - Update TODO.md Task #5 design link to SPECTRAL_BRUSH_2.md - Update COMPLETED.md archive index handoff(Claude): doc cleanup done, 30 active docs (was 34), -1300 lines
3 daysadd a commit ruleskal
3 daysdocs(init): add glfw as macOS brew dependencyskal
project_init.sh now checks/installs both wgpu-native and glfw via brew. HOWTO.md documents the macOS prerequisites before the build steps. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
12 daysdocs: document CLASS_TO_HEADER override in EFFECT_WORKFLOWskal
12 daysntsc: factor common code into snippet; add RGB and YIQ input variantsskal
- Extract shared NTSC logic into render/ntsc_common.wgsl snippet - sample_ntsc_signal() hook decouples input format from processing - ntsc_rgb.wgsl: RGB input (converts via rgba_to_luma_chroma_phase) - ntsc_yiq.wgsl: YIQ passthrough for RotatingCube output - Add NtscYiq WgslEffect thin wrapper; register both in tests handoff(Claude): NTSC refactor complete; NtscYiq ready for timeline use with RotatingCube. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
12 daysfix: use ShaderComposer in RotatingCube; add rule to CODING_STYLEskal
rotating_cube_effect.cc was bypassing ShaderComposer, causing #include directives in rotating_cube.wgsl to fail at runtime. handoff(Claude): ShaderComposer rule documented and enforced in rotating_cube. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
12 daysstyle: require 2-line header comment in all .wgsl filesskal
Add rule to CODING_STYLE.md and apply to ntsc.wgsl. handoff(Claude): rule added, ntsc.wgsl patched; scratch_lines and color_c64 already compliant. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
13 daysdocs: streamline SEQUENCE.md (12 effects, remove v1 migration notes)skal
handoff(Gemini): SEQUENCE.md updated - removed obsolete v1 migration notes, updated effect count 7→12, added absolute-time note, removed completed TODO items. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08fix: negate Y in perspective() to correct rasterized 3D orientationskal
The fullscreen post-process VS uses Y-up UVs (uv.y=0 = bottom), so textureSample() Y-flips any rasterized offscreen texture. SDF effects author their content Y-down and look correct after the flip. Rasterized effects (RotatingCube, Hybrid3D) must pre-flip their geometry: - mat4::perspective(): m[5] = -t (negated Y scale) - Pipelines with cullMode=Back: frontFace = WGPUFrontFace_CW (Y-flip reverses winding, so CW becomes the visible face) - Remove incorrect transposes from GlobalUniforms::make(), ObjectData::make(), and Uniforms::make() — mini_math is column-major, no transpose needed for GPU upload - Document the convention in doc/3D.md under "Rasterized 3D and the Y-flip rule" handoff(Gemini): Y-flip rule now documented; all rasterized 3D pipelines must follow it. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08docs: update ASSET_SYSTEM.md for WGSL disk-load in dev modeskal
WGSL shaders now join SPEC/MP3 in being loaded from disk in development mode, enabling shader iteration without rebuild. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08feat: Implement dual-mode asset loading and update documentationskal
This commit introduces a dual-mode asset loading system to enhance developer workflow and optimize release builds. Key changes include: - **Dual-Mode Asset Loading:** Assets are now loaded from disk during development (when is OFF) for faster iteration, particularly for heavy assets like and files. For release builds ( ON), all assets are embedded directly into the binary, ensuring a single, self-contained executable. - **Explicit Asset Typing:** Replaced generic asset type with specific types (, , , , ) in and the enum in for clearer categorization and more robust processing. - **Build System Integration:** Modified to pass a flag to in development builds. - **Asset Packer Updates:** now generates file paths for disk-loaded assets and embeds data for others based on the build mode. - **Asset Manager Enhancements:** includes new logic in for loading and caching disk-based assets and updates to for proper memory deallocation. - **Documentation:** Updated to reflect the new asset nomenclature and dual-mode loading strategy. - **Project Rules:** Added a concise rule to mandating top-level documentation updates for medium/large sub-system changes. handoff(Gemini): Implemented dual-mode asset loading and updated documentation.
2026-03-08fix(shaders): enforce y-up screen-space convention + document coordinate ↵skal
conventions - Add textureSampleYUp() helper to fullscreen_uv_vs.wgsl to correct y-flip when sampling WebGPU textures with y-up UV coordinates - Use textureSampleYUp() in passthrough, gaussian_blur, combined_postprocess - Fix skybox.wgsl: remove erroneous (1.0 - uv.y) flip (double-flip bug) - Document world/view/screen conventions in doc/3D.md, camera_common.wgsl, and fullscreen_uv_vs.wgsl Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-07streamline docskal
2026-03-07refactor(effects): introduce WgslEffect for shader-only post-process effectsskal
Replace boilerplate .h/.cc pairs for simple single-pass effects with a generic WgslEffect base class that takes a shader string + optional WgslEffectParams (binding 3). Port Flash, Passthrough, Heptagon, Scratch, and GaussianBlur to thin header-only wrappers — no .cc files, no CMake entries needed. Removes 5 .cc files (-243 lines). Update EFFECT_WORKFLOW.md, CONTRIBUTING.md, and AI_RULES.md to document the WgslEffect (Path A) vs full class (Path B) workflow. Doc cleanup: fix stale GaussianBlurParams/PostProcessEffect references and test counts. handoff(Claude): WgslEffect landed; 5 effects ported; docs updated. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-06feat(effects): add Scratch post-process effect with reusable scratch_lines ↵skal
snippet - src/shaders/render/scratch_lines.wgsl: reusable WGSL snippet registered as "render/scratch_lines"; call scratch_lines(uv, resolution, time)->f32 from any effect. Uses hash_1f from math/noise; 8 lines/frame, ~24fps flicker. - src/effects/scratch.{wgsl,h,cc}: thin Scratch effect wrapping the snippet. - Applied to "intro" and "rotating_cube" sequences as the final step. - 35/35 tests passing. handoff(Gemini): Scratch effect added. render/scratch_lines snippet is reusable. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-05docs: add control flow braces rule to coding styleskal
2026-03-05fix(audio): correct OLA synthesis and extract shared ola_encode/ola_decodeskal
- Remove erroneous Hann synthesis window from synth.cc (g_hann * tmp[j]). Hann analysis at 50% overlap satisfies w[n]+w[n+H]=1, so rectangular synthesis gives perfect reconstruction; applying Hann twice was wrong. - Extract ola_encode()/ola_decode()/ola_num_frames() into src/audio/ola.h+cc. spectool and test_wav_roundtrip now use the shared functions. synth.cc lazy-decode path stays inlined (see TODO for future refactor). - Drop dead <atomic> include and g_hann array from synth.cc. - Drop dead window.h include from spectool.cc. - Update PROJECT_CONTEXT.md, COMPLETED.md, TODO.md to reflect correct analysis-only Hann window and new ola.h API. handoff(Gemini): OLA synthesis bug fixed + ola.h factorized. synth.cc lazy-decode still inline (TODO item added). 34/35 tests pass; WavDumpBackendTest failure is pre-existing and unrelated. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-05fix(spectool): rename --wav flag to wav subcommand for consistencyskal
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-05chore: remove dead specplay tool and all referencesskal
specplay was removed from the build but source/docs remained. Delete tools/specplay.cc, tools/specplay_README.md, and remove specplay sections from TOOLS_REFERENCE.md and BACKLOG.md. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-05feat(spectool): add --wav decode, IMDCT, and roundtrip testskal
- spectool --wav <input.spec> <output.wav>: decodes .spec to mono 16-bit WAV at 32 kHz using IDCT-OLA synthesis (no synthesis window). The analysis Hann window at 50% overlap satisfies w[n]+w[n+H]=1, so the synthesis window must be rectangular for perfect reconstruction. - Add imdct_512 / imdct_fft to audio lib (fft.cc, fft.h, idct.cc, dct.h) for future MDCT-based synthesis. - test_wav_roundtrip: in-process OLA analyze+decode SNR test (≥30 dB). Currently measures 53 dB on a 440 Hz sine. - Fix stale test_spectool.cc: version assertion updated from 1 to SPEC_VERSION_V2_OLA (was always wrong since OLA fix landed). - Docs: TOOLS_REFERENCE.md removes dead specview, documents --wav / --normalize / test_gen. HOWTO.md adds decode section. TRACKER.md notes spec v2 OLA format and decode command. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-05fix(audio): OLA encoder never ran; version never propagated to decoderskal
Two bugs kept the v2 OLA path permanently disabled: 1. SpectrogramResourceManager::load_asset() never set spec.version from SpecHeader::version — all .spec assets loaded with version=0, so ola_mode was always false in the voice. 2. spectool analyze_audio() used non-overlapping chunks (stride=DCT_SIZE), hamming_window_512, and hardcoded header.version=1 — OLA analysis was never implemented in the encoder. Fixes: propagate header->version in load_asset(); switch spectool to OLA_HOP_SIZE stride, hann_window_512, and SPEC_VERSION_V2_OLA. Regenerated all .spec files. handoff(Gemini): OLA enc/dec chain now correct end-to-end. .spec files are v2 (50% overlap, Hann). No API changes; 33/34 tests pass (WavDumpBackendTest pre-existing failure unrelated). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-03feat(assets): replace is_procedural/is_gpu_procedural bools with AssetType ↵skal
enum, add MP3 type - Add AssetType enum {STATIC, PROC, PROC_GPU, MP3} to AssetRecord - Add GetAssetType() API to asset_manager.h/cc - asset_packer: parse 'MP3' compression keyword in assets.txt - tracker: remove magic-byte is_mp3_asset(); use GetAssetType() instead - assets.txt: NEVER_MP3 now uses 'MP3' compression type - doc/ASSET_SYSTEM.md: rewritten to document new types and API handoff(Gemini): AssetType enum landed; MP3 detection is now explicit via asset metadata.
2026-03-03fix(build): add spectool to DEMO_BUILD_TOOLS cmake targetskal
spectool was missing from DemoTools.cmake; scripts/gen_spectrograms.sh could not find build/spectool. Document the regeneration workflow in HOWTO.md. handoff(Claude): spectool now builds with -DDEMO_BUILD_TOOLS=ON
2026-03-02docs: update PROJECT_CONTEXT, TODO, COMPLETED for OLA-IDCTskal
- PROJECT_CONTEXT: audio section reflects OLA-IDCT (Hann, 50% overlap); test count 35->34; Next Up notes .spec regen needed - TODO: remove stale MP3 sub-task (done), trim test TODOs, add .spec regen as Priority 3, update test count to 34/34 - COMPLETED: archive OLA-IDCT task with implementation summary
2026-03-02feat(audio): MP3 asset support in tracker via decode-at-initskal
Detect MP3 blobs by magic bytes in tracker_init(), decode to spectrogram (hamming window + FDCT) using new mp3_decode(), and register with synth exactly like .spec assets. STRIP_ALL builds guard with FATAL_CHECK. handoff(Gemini): MP3 assets now usable in music.track with SAMPLE ASSET_* syntax; see doc/TRACKER.md for usage. No synth/compiler/packer changes. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-28refactor(effects): co-locate effect WGSL shaders with their .h/.cc in ↵skal
src/effects/ Move 13 effect-specific shaders from workspaces/main/shaders/ to src/effects/ so each effect's .h, .cc, and .wgsl are together. Update assets.txt paths in both main and test workspaces. Update EFFECT_WORKFLOW.md to reflect new location. Shared/reusable snippets remain in src/shaders/. handoff(Gemini): shaders moved; src/effects/ now has .h, .cc, and .wgsl per effect. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-28fix(tools/shadertoy): fix Next Steps instructions and update EFFECT_WORKFLOW.mdskal
- Fix assets.txt path: shaders/xxx.wgsl (not ../../src/shaders/) - Fix shader output path to workspaces/main/shaders/ - Step 5: reference cmake/DemoSourceLists.cmake COMMON_GPU_EFFECTS (not CMakeLists.txt GPU_SOURCES) - Add step for test_demo_effects.cc Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-28refactor: move common/shaders/ to src/shaders/skal
Relocates shared WGSL shaders under src/ where all source code lives, eliminating the top-level common/ directory. - Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt - Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-28remove SDFEffect base class and sdf_test, update SDF_EFFECT_GUIDEskal
- Delete unused SDFEffect base class (src/gpu/sdf_effect.h) - Delete sdf_test.wgsl and SHADER_SDF_TEST from assets.txt - Rewrite SDF_EFFECT_GUIDE.md based on Scene1 canonical pattern: correct bindings (2/3), vec4f syntax, UniformsSequenceParams - Fix missing newline at end of gpu.h handoff(Claude): SDF cleanup done, guide updated to match current Effect API
2026-02-23docs(build): add WSL (Windows 10) build support and documentationskal
- build_win.sh: platform-aware MinGW DLL search (macOS Homebrew vs Linux apt paths) - HOWTO.md: new WSL section covering native Linux build and Windows cross-compile - PROJECT_CONTEXT.md: note WSL support in Build status handoff(Gemini): WSL native + cross-compile build support added. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-21refactor(wgsl): Use vec*f alias for vector typesskal
Replaces all instances of `vec<f32>` with the more concise `vec*f` alias (e.g., `vec3f`) across all `.wgsl` shaders. This improves readability and aligns with common graphics programming conventions. Also adds a new coding style rule to `doc/CODING_STYLE.md` to enforce this standard going forward. Finally, this commit fixes a build error in `test_effect_base.cc` by replacing a call to the non-existent `wgpuDeviceTick` with `wgpuDevicePoll`, which resolves the test failure.
2026-02-21refactor(wgsl): Factorize getScreenCoord helperskal
Factorizes the screen coordinate calculation from scene1.wgsl into a reusable getScreenCoord function in common/shaders/math/common_utils.wgsl. This improves code reuse and simplifies fragment shaders.
2026-02-20feat(sequence): port Scene1Effect + fix seq_compiler absolute time bugskal
- Add Scene1 effect: raymarching cube+sphere+ground (reflections, shadows) - Fix scene1.wgsl: binding 0→2, CommonUniforms→UniformsSequenceParams - Replace Heptagon+Placeholder stub in heptagon_scene with Scene1 - Fix seq_compiler.py: emit seq.start_time+effect.start/end (absolute times) so dispatch_render active check works correctly for all sequences Bug: effects in sequences starting after t=0 were never active because local times (e.g. 0-8) never satisfied params.time<end for absolute time 20+. 34/34 tests passing. handoff(Gemini): seq_compiler now emits absolute effect times. All existing sequences affected — verify visual output across the full timeline. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-18refactor(mq_editor): consolidate duplicates, extract utils.js and app.jsskal
- utils.js (new): evalBezier (robust), getCanvasCoords, buildBandPoints - app.js (new): extract ~450-line inline script from index.html - editor.js: generalize _makeJogSlider(inp, options) with onUpdate cb, eliminate 50-line inline resonator jog duplication, use getCanvasCoords - mq_extract.js: extract findBestPeak(), replace two identical loop bodies - viewer.js: remove duplicate evalBezier, use getCanvasCoords/buildBandPoints - mq_synth.js: remove duplicate evalBezier - index.html: inline script removed, load order: utils→fft→extract→synth→viewer→editor→app handoff(Claude): mq_editor refactor complete — no logic changes, browser-ready. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-18feat(mq_editor): implement MQ extraction improvementsskal
- Implement Predictive Kinematic Tracking to improve partial tracking during fast glissandos and vibrato. - Add Peak Prominence Pruning to filter out insignificant local maxima. - Replace heuristic Bezier fitting with a Least-Squares solver for more accurate trajectories. - Update UI to include a Prominence parameter input. - Archive MQ_EXTRACTION_IMPROVEMENTS.md design document. handoff(Gemini): implemented MQ extraction improvements (kinematic tracking, prominence pruning, least-squares bezier)
2026-02-17docs: Archive MQ Editor Phase 2 completionskal
JS synthesizer with replica oscillator bank and STFT cache complete. Ready for Phase 3 (editing UI). Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-17feat(mq_editor): Complete Phase 2 - JS synthesizer with STFT cacheskal
Phase 2 - JS Synthesizer: - Created mq_synth.js with replica oscillator bank - Bezier curve evaluation (cubic De Casteljau algorithm) - Replica synthesis: frequency spread, amplitude decay, phase jitter - PCM buffer generation from extracted MQ partials - Normalization to prevent clipping - Key '1' plays synthesized audio, key '2' plays original - Playback comparison with animated playhead STFT Cache Optimization: - Created STFTCache class in fft.js for pre-computed windowed FFT frames - Clean interface: getFFT(t), getMagnitudeDB(t, freq), setHopSize() - Pre-computes all frames on WAV load (eliminates redundant FFT calls) - Dynamic cache update when hop size changes - Shared across spectrogram, tooltip, and mini-spectrum viewer - Significant performance improvement Mini-Spectrum Viewer: - Bottom-right overlay (200x100) matching spectral_editor style - Real-time FFT display at playhead or mouse position - 100-bar visualization with cyan-to-yellow gradient - Updates during playback or mouse hover Files: - tools/mq_editor/mq_synth.js (new) - tools/mq_editor/fft.js (STFTCache class added) - tools/mq_editor/index.html (synthesis playback, cache integration) - tools/mq_editor/viewer.js (cache-based rendering, spectrum viewer) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-17docs: Archive MQ Editor Phase 1 completionskal
Completed MQ extraction and visualization with improved tracking. Ready for Phase 2 (JS synthesizer). Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-17docs(mq_editor): Update Phase 1 completion statusskal
Phase 1 deliverables complete: - MQ extraction with improved tracking - Spectrogram visualization with zoom/scroll - Original WAV playback with playhead - Ready for Phase 2 (JS synthesizer) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-17feat(mq_editor): Phase 1 - MQ extraction and visualization (SPECTRAL_BRUSH_2)skal
Implement McAulay-Quatieri sinusoidal analysis tool for audio compression. New files: - doc/SPECTRAL_BRUSH_2.md: Complete design doc (MQ algorithm, data format, synthesis, roadmap) - tools/mq_editor/index.html: Web UI (file loader, params, canvas) - tools/mq_editor/fft.js: Radix-2 Cooley-Tukey FFT (from spectral_editor) - tools/mq_editor/mq_extract.js: MQ algorithm (peak detection, tracking, bezier fitting) - tools/mq_editor/viewer.js: Visualization (spectrogram, partials, zoom, axes) - tools/mq_editor/README.md: Usage and implementation status Features: - Load WAV → extract sinusoidal partials → fit cubic bezier curves - Time-frequency spectrogram with hot colormap (0-16 kHz) - Horizontal zoom (mousewheel) around mouse position - Axis ticks with labels (time: seconds, freq: Hz/kHz) - Mouse tooltip showing time/frequency coordinates - Real-time adjustable MQ parameters (FFT size, hop, threshold) Algorithm: - STFT with Hann windows (2048 FFT, 512 hop) - Peak detection with parabolic interpolation - Birth/death/continuation tracking (50 Hz tolerance) - Cubic bezier fitting (4 control points per trajectory) Next: Phase 2 (JS synthesizer for audio preview) handoff(Claude): MQ editor Phase 1 complete. Ready for synthesis implementation.
2026-02-17refactor(effects): Streamline uniforms initializationskal
Centralized uniforms_buffer_ initialization and updates to Effect base class: - init_uniforms_buffer() now automatic in Effect::Effect() - uniforms_buffer_.update() now automatic in dispatch_render() - Removed redundant calls from all effect subclasses - Updated effect.h comments to reflect automatic behavior - Updated EFFECT_WORKFLOW.md templates Benefits: - 16 lines removed from effect implementations - Consistent pattern enforced at compile time - Reduced boilerplate for new effects Tests: 34/34 passing handoff(Claude): Effect base class now handles uniforms automatically
2026-02-17docs(style): Add rule for WGPU object initializationskal
2026-02-17feat: Rename GPU stub and headless files and update referencesskal
2026-02-17refactor: centralize platform-specific code in gpu.hskal
Move platform-specific type definitions to gpu.h and establish coding rule that platform ifdefs must be confined to gpu/platform layers. - gpu.h: add GpuTextureCopyInfo, GpuTextureDataLayout type aliases - effect.cc: use GpuTextureCopyInfo instead of platform ifdefs - texture_manager.cc: use type aliases and label_view() helper - CODING_STYLE.md: add platform-specific code section with rule Tests: 34/34 passing Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-17docs: document STRIP_GPU_COMPOSITE flag in BUILD.mdskal
2026-02-17docs: update timeline editor documentation for v2 formatskal
Updates all documentation to reflect Sequence V2 format support: Timeline Editor (tools/timeline_editor/): - README.md: Updated features list, file format examples with NODE declarations and arrow syntax, usage instructions for node editing - ROADMAP.md: Added completed item 1.0 "Sequence V2 Format Support" Core Documentation (doc/): - HOWTO.md: Updated timeline example to use v2 arrow syntax, added NODE/buffer chain features to visual editor description - SEQUENCE.md: Marked timeline editor graph visualization as completed All examples now show v2 format: EFFECT + ClassName input1 input2 -> output1 output2 start end Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-16fix: port Hybrid3D effect to sequence v2 architectureskal
Hybrid3D was calling Renderer3D::render() which creates its own command encoder, bypassing the sequence system. Now uses renderer_.draw() with the passed encoder. Also adds texture blit support for RotatingCube compositing. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-02-16fix: make test_demo use workspace files, remove obsolete tools/test_demo.*skal
- test_demo now uses workspaces/test/{timeline.seq,music.track} - Removed tools/test_demo.{seq,track} (no longer used) - Updated docs to reference workspace files - Changes to workspaces/test/timeline.seq now trigger rebuild Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>