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Vide-coded 64k demo system
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test_3d_render.cc
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37 hours
handoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass arch...
skal
2 days
fix: Implement proper skybox rendering with Perlin noise
skal
2 days
feat: side-quest - Perlin noise sky and ProcGenFunc error handling
skal
2 days
refactor: Task #20 - Platform & Code Hygiene
skal
3 days
fix: Resolve shader initialization crashes and build errors
skal
3 days
fix(3d): Stabilize shadows and isolate floor grid texture
skal
3 days
fix(3d): Distinguish floor grid from object textures
skal
3 days
test(3d): Enlarge objects and pack them closer to the center
skal
3 days
fix(3d): Tighten torus proxy hull and ensure floor grid visibility
skal
3 days
chore: Apply final code formatting and cleanup
skal
3 days
fix(3d): Unify SDF path for all objects and stabilize shadows
skal
3 days
fix(3d): Restore and enhance 3D shadows
skal
3 days
fix(3d): Revert to working N-1 shadow configuration
skal
3 days
fix(3d): Resolve missing shadows on floor plane
skal
3 days
flesh out extra details in the MD files
skal
3 days
fix(gpu): Resolve high-DPI squished rendering and 3D shadow bugs
skal
3 days
fix(shader): Correct WGSL loop syntax in calc_shadow
skal
3 days
test(3d): Add procedural grid to floor and enable texturing
skal
3 days
feat(3d): Implement unified shadow system with non-uniform scale support
skal
3 days
fix(3d): Correct shadow bug with non-uniform scale
skal
3 days
test(3d): Enhance test scene with more objects
skal
3 days
feat(3d): Add scaffolding for visual debugging (Task #18a)
skal
3 days
fix(build): Add compatibility for older wgpu-native headers
skal
4 days
refactor(platform): Encapsulate state in PlatformState struct
skal
4 days
feat(platform): Fix high-DPI scaling and add resolution option
skal
4 days
feat: Add seamless bump mapping with procedural noise
skal
4 days
feat: Implement hybrid rendering with SDF primitives
skal
4 days
feat: Implement 3D system and procedural texture manager
skal