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path: root/src/3d/renderer.h
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4 daysfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
4 daysfeat: Integrate plane_distance into renderer and scene loaderskal
4 daysstyle: Apply clang-format to all source filesskal
6 daysfeat(tests): Add test_mesh tool for OBJ loading and normal visualizationskal
7 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
7 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
7 daysfeat(perf): Add toggle for GPU BVH and fix fallbackskal
7 daysfeat(physics): Implement SDF-based physics engine and BVHskal
8 dayshandoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass arch...skal
9 daysfix: Implement proper skybox rendering with Perlin noiseskal
9 daysfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
10 daysfix(3d): Unify all objects to SDF path for consistent shadowsskal
10 daysfix(gpu): Resolve high-DPI squished rendering and 3D shadow bugsskal
10 daysfeat(3d): Support non-uniform scale and shadows on rasterized objectsskal
10 daysfeat(3d): Implement scene query shadows (POC)skal
10 daysfeat(3d): Add scaffolding for visual debugging (Task #18a)skal
11 daysfeat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assetsskal
11 daysfeat(assets): Implement robust procedural asset generation pipelineskal
11 daysfeat: Add seamless bump mapping with procedural noiseskal
11 daysfeat: Implement 3D system and procedural texture managerskal