Textures & UV Mapping
Implemented
This feature has been implemented. See the Textures & UV Mapping feature documentation.
Load textures from glTF files, sample them in the fragment shader, and add UV coordinates to the vertex format.
What Was Delivered
- UV coordinates (
TEXCOORD_0) extracted from glTF and generated for all procedural primitives - Base color texture loading from glTF (embedded GLB and external URI)
- Per-material descriptor set (set 1) with
COMBINED_IMAGE_SAMPLER - 1x1 white fallback texture for untextured meshes
- Fragment shader:
texture(baseColorTex, fragUV).rgb * vertexColorbefore Blinn-Phong lighting - PNG/JPEG decoding via stb_image