ImGui:
- ImGui.NET 1.91.6.1 NuGet package
- VulkanImGui: font texture upload, ImGui pipeline (blending, no depth), vertex/index buffer streaming
- GLSL 450 ImGui shaders (vert: scale/translate push constants, frag: font texture sampler)
- Compiled to SPIR-V via @webgpu/glslang
- Debug overlay: FPS, camera position, entity count, light list
- 1600+ FPS with ImGui active
Screenshot:
- vkCmdCopyImageToBuffer embedded in main command buffer
- Layout transition PresentSrcKHR→TransferSrcOptimal→PresentSrcKHR
- Deferred read: staging buffer read on next frame after fence
- BMP format written directly to FileStream (row by row)
- All 16 camera tour screenshots captured (1280x720x32bpp)
All 66 tests pass.
Shadow mapping via Raylib doesn't work reliably:
- Rlgl.GetMatrixModelview returns zeros with custom FBO
- MaterialMapIndex binding doesn't map to expected texture units
- DrawModelEx resets texture state internally
Restored to last working state without shadows.
Consider direct OpenGL backend for shadow mapping.
Shadow mapping via DrawModelEx doesn't work — Raylib's material system
only supports texture unit 0, shadow map sampling needs unit 1.
Additional uniforms in fragment shader also broke NVIDIA GLSL uniform
layout, causing render artifacts. Reverted shader to pre-shadow state.
Shadow pass infrastructure (RenderShadowPass, shadow shader, RT) kept
but disabled. 66/66 tests passing.