From 8bdc4754647c9c6691130fa91d51fee93c5fc88f Mon Sep 17 00:00:00 2001 From: skal Date: Sun, 1 Feb 2026 10:51:15 +0100 Subject: feat: Implement 3D system and procedural texture manager - Extended mini_math.h with mat4 multiplication and affine transforms. - Implemented TextureManager for runtime procedural texture generation and GPU upload. - Added 3D system components: Camera, Object, Scene, and Renderer3D. - Created test_3d_render mini-demo for interactive 3D verification. - Fixed WebGPU validation errors regarding depthSlice and unimplemented WaitAny. --- PROCEDURAL.md | 24 ++++++++++++++++++++++++ 1 file changed, 24 insertions(+) create mode 100644 PROCEDURAL.md (limited to 'PROCEDURAL.md') diff --git a/PROCEDURAL.md b/PROCEDURAL.md new file mode 100644 index 0000000..c6bf688 --- /dev/null +++ b/PROCEDURAL.md @@ -0,0 +1,24 @@ +# Procedural textures + +## the idea +We need a way to produce textures procedurally. +These texture can be generated on the CPU or the +GPU with a shader and the proper rendering target, +and then sent back to main memory. + +## What textures? + +The procedure can be use to pre-calc env maps +and lighting maps, or textures (fractals, fonts, etc.) + +## how + +This could be integrated in the asset system as +a special "compression" case (instead of "NONE", you +have "PROC(the_function_name_to_call)" as compression +type). + +## code + +let's have a proper 'src/procedural' sub-directory +with all the code related to procedural textures. -- cgit v1.2.3