From dc47af28f09705d28e9975867d7fad9a395f9163 Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 2 Feb 2026 12:19:10 +0100 Subject: refactor(build): Centralize generated files and clean up project layout - Task A: Centralized all generated code (assets, timeline) into a single directory to create a single source of truth. - Task A: Isolated test asset generation into a temporary build directory, preventing pollution of the main source tree. - Task B: Vertically compacted all C/C++ source files by removing superfluous newlines. - Task C: Created a top-level README.md with project overview and file descriptions. - Task D: Moved non-essential documentation into a directory to reduce root-level clutter. --- PROCEDURAL.md | 24 ------------------------ 1 file changed, 24 deletions(-) delete mode 100644 PROCEDURAL.md (limited to 'PROCEDURAL.md') diff --git a/PROCEDURAL.md b/PROCEDURAL.md deleted file mode 100644 index c6bf688..0000000 --- a/PROCEDURAL.md +++ /dev/null @@ -1,24 +0,0 @@ -# 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