From 9bee806a6c28f08c3538a07e7ab6451e316a28d5 Mon Sep 17 00:00:00 2001 From: emil28092005 Date: Wed, 17 Jun 2026 16:39:07 +0300 Subject: [PATCH] =?UTF-8?q?docs:=20update=20roadmap=20=E2=80=94=20shadow?= =?UTF-8?q?=20mapping=20deferred?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- CORTEX_ENGINE_ARCHITECTURE.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CORTEX_ENGINE_ARCHITECTURE.md b/CORTEX_ENGINE_ARCHITECTURE.md index 9eacf83..72fc2cd 100644 --- a/CORTEX_ENGINE_ARCHITECTURE.md +++ b/CORTEX_ENGINE_ARCHITECTURE.md @@ -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)