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 * vertexColor before Blinn-Phong lighting
  • PNG/JPEG decoding via stb_image