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38 hoursfix(3d): VisualDebug uniform buffer size mismatchskal
41 hoursfix: Resolve DemoEffectsTest SEGFAULT and update GEMINI.mdskal
42 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
2 daysfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
2 daysfix(3d): Handle user_data meshes in visual debug wireframe renderingskal
3 daysfix: Include PlaneData header in scene_loader.ccskal
3 daysfix: Correct offset management in scene_loader.cc for plane_distanceskal
3 daysfix: Remove local redefinition of PlaneData in scene_loader.ccskal
3 daysfix: Make PlaneData struct visible to renderer_draw.ccskal
3 daysfix: Include <memory> header for std::shared_ptr in Object3Dskal
3 daysfeat: Integrate plane_distance into renderer and scene loaderskal
3 daysrefactor(docs): Update TODO.md with large files and apply clang-formatskal
3 daysrefactor(3d): Split Renderer3D into modular files and fix compilation.skal
3 daysRevert "feat(platform): Centralize platform-specific WebGPU code and improve ...skal
3 daysfeat(platform): Centralize platform-specific WebGPU code and improve shader c...skal
3 daysstyle: Apply clang-format to all source filesskal
3 daysfeat(3d): Fix ObjectType::PLANE scaling and consolidate ObjectType mappingskal
3 daysfeat(3d): Implement Mesh Wireframe rendering for Visual Debugskal
3 daysfeat(3d): Implement Visual Debug primitives (Sphere, Cone, Cross, Trajectory)skal
3 daysfeat(3d): Implement Blender export and binary scene loading pipelineskal
5 daysrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
5 daysfix: Correct mesh normal transformation and floor shadow renderingskal
5 daysdocs: Update project documentation and regenerate assetsskal
5 daysfeat(tests): Add test_mesh tool for OBJ loading and normal visualizationskal
5 daysrefactor(3d): Split Renderer3D into sub-functionalitiesskal
5 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
5 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
5 daysfeat(perf): Add toggle for GPU BVH and fix fallbackskal
5 daysfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
5 daysfeat(physics): Implement SDF-based physics engine and BVHskal
7 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
7 dayshandoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass arch...skal
7 daysfix: Correct depth handling in two-pass rendering for skybox and objectsskal
7 daysfix: Resolve skybox and floor rendering bugs with two-pass approachskal
7 daysfix: Implement proper skybox rendering with Perlin noiseskal
7 daysfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
8 daysrefactor: Shader Asset Integration (Task #24)skal
8 daysfix(3d): Stabilize shadows and isolate floor grid textureskal
8 daysfix(3d): Distinguish floor grid from object texturesskal
8 daysfix(3d): Resolve spherical distortion in floor grid textureskal
8 daysfeat(3d): Implement tight ray bounds for SDF raymarchingskal
8 daysfix(3d): Tighten torus proxy hull and ensure floor grid visibilityskal
8 dayschore: Apply final code formatting and cleanupskal
8 daysfix(3d): Restore visible grid texture on floor planeskal
8 daysfix(3d): Tighten torus bounding box and restore object texturesskal
8 daysfix(3d): Correct debug box transforms and restore object texturesskal
8 daysfix(3d): Unify all objects to SDF path for consistent shadowsskal
8 daysfix(3d): Unify SDF path for all objects and stabilize shadowsskal
8 daysfix(3d): Restore and enhance 3D shadowsskal
8 daysfix(3d): Revert to working N-1 shadow configurationskal