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. --- doc/PROCEDURAL.md | 24 ++++++++++++++++++++++++ 1 file changed, 24 insertions(+) create mode 100644 doc/PROCEDURAL.md (limited to 'doc/PROCEDURAL.md') diff --git a/doc/PROCEDURAL.md b/doc/PROCEDURAL.md new file mode 100644 index 0000000..c6bf688 --- /dev/null +++ b/doc/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