 西风逍遥游andCursor Agent
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59b2ebabf1
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feat(graphics): parallax occlusion mapping (POM) for mesh3d (#35)
Add height-map driven POM on the default mesh3d / mesh3d_clustered PBR
path so brick/stone materials get fake depth without tessellation.
- GLSL: parallax_map.glsl (adaptive steep march + linear refinement)
- API: Renderable3D::setHeightTexture / setParallax; scale=0 keeps old UVs
- Descriptor binding for height sampler; UBO parallax vec4 appended
- Docs + CPU math tests + GPU pixel-diff coverage
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
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2026-08-12 18:33:03 +08:00 |
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