docs: update roadmap — shadow mapping deferred

This commit is contained in:
emil28092005
2026-06-17 16:39:07 +03:00
parent 23cac8052c
commit 9bee806a6c
+1 -1
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@@ -716,7 +716,7 @@ In Release (NativeAOT), the MCP server and ASP.NET Core are excluded. The AI can
- [x] Dear ImGui integration (rlImgui-cs + ImGui.NET) — entity inspector, hierarchy panel, debug overlay with FPS graph
- [x] Model loading from GLTF with textures and materials (`GltfLoader.LoadWithMaterials` extracts PBR albedo, roughness, metallic, base color texture)
- [x] Scene serialization / deserialization (`SceneSerializer` — save/load named entities with Transform, Material, Light, Camera to/from JSON)
- [x] Multi-light shadow mapping — dual-shader approach: main shader (no shadow uniforms) for objects, separate shadow receiver shader for floor. Shadow pass renders depth to 1024x1024 RT, PCF 3x3 soft shadows.
- [x] Multi-light shadow mapping — attempted but Raylib's DrawModelEx doesn't support multi-texture-unit binding. Shadow code removed. Deferred to when using rlgl directly or Vulkan backend.
### Long-term (backlog)