From 1bc1cf8cd2c66bbae615a5ddba883b7cd55bd67f Mon Sep 17 00:00:00 2001 From: skal Date: Sun, 8 Feb 2026 07:00:28 +0100 Subject: feat(3d): Implement Blender export and binary scene loading pipeline --- TODO.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'TODO.md') diff --git a/TODO.md b/TODO.md index 000e619..8e02610 100644 --- a/TODO.md +++ b/TODO.md @@ -99,9 +99,9 @@ This file tracks prioritized tasks with detailed attack plans. - [x] Define `ASSET_MESH` type in `asset_manager`. - [x] Update `asset_packer` to parse simple `.obj` files (positions, normals, UVs) and serialize them. - [x] Update `Renderer3D` to handle `ObjectType::MESH` in the rasterization path. -- [ ] **Task #36: Blender Exporter:** Create a Python script (`tools/blender_export.py`) to export meshes/cameras/lights to a binary asset format. (Deprioritized) -- [ ] **Task #37: Asset Ingestion:** Update `asset_packer` to handle the new 3D binary format. - - [ ] **Task #38: Runtime Loader:** Implement a minimal C++ parser to load the scene data into the ECS/Renderer. +- [x] **Task #36: Blender Exporter:** Create a Python script (`tools/blender_export.py`) to export meshes/cameras/lights to a binary asset format. +- [x] **Task #37: Asset Ingestion:** Update `asset_packer` to handle the new 3D binary format. + - [x] **Task #38: Runtime Loader:** Implement a minimal C++ parser to load the scene data into the ECS/Renderer. - [x] **Task #18-B: GPU BVH & Shadows** (Optimization) - [x] **Upload BVH:** Create a storage buffer for `BVHNode` data and upload the CPU-built BVH every frame in `Renderer3D`. -- cgit v1.2.3