| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 8 hours | fix: Correct mesh normal transformation and floor shadow rendering | skal | |
| 9 hours | fix(test_mesh): Resolve all WGPU API and build issues on macOS | skal | |
| - Rewrote WGPU asynchronous initialization in test_mesh.cc to align with current wgpu-native API on macOS, including correct callback signatures and userdata handling. - Replaced std::this_thread::sleep_for with platform_wgpu_wait_any for proper WGPU event processing. - Corrected static method call for Renderer3D::SetDebugEnabled. - Updated WGPUSurfaceGetCurrentTextureStatus_Success to WGPUSurfaceGetCurrentTextureStatus_SuccessOptimal. - Removed fprintf calls from WGPU callbacks to avoid WGPUStringView::s member access issues. - Ensured a clean build and successful execution of test_mesh on macOS. | |||
| 9 hours | feat(tests): Add test_mesh tool for OBJ loading and normal visualization | skal | |
| Implemented a new standalone test tool 'test_mesh' to: - Load a .obj file specified via command line. - Display the mesh with rotation and basic lighting on a tiled floor. - Provide a '--debug' option to visualize vertex normals as cyan lines. - Updated asset_packer to auto-generate smooth normals for OBJs if missing. - Fixed various WGPU API usage inconsistencies and build issues on macOS. - Exposed Renderer3D::GetVisualDebug() for test access. - Added custom Vec3 struct and math utilities for OBJ parsing. This tool helps verify mesh ingestion and normal computation independently of the main demo logic. | |||
