# 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.