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stepsCompleted: [1]
inputDocuments: []
session_topic: "WebGL + SVG Layered Rendering Architecture for Relief Icons"
session_goals: "Explore all viable approaches for achieving correct layer ordering when mixing WebGL (Three.js) and SVG rendering for the relief icons layer; specifically evaluate and expand on the multi-SVG/multi-DOM-element architecture; surface edge cases, risks, and non-obvious possibilities"
selected_approach: "AI-Recommended"
techniques_used: []
ideas_generated: []
context_file: ""
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# Brainstorming Session — WebGL Relief Icons Rendering Architecture
**User:** Azgaar
**Date:** 2026-03-12
**Project:** Fantasy-Map-Generator
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## Session Overview
**Topic:** WebGL + SVG Layered Rendering Architecture — Relief Icons
**Goals:**
- Explore all viable approaches for mixing WebGL (Three.js) and SVG while preserving correct layer ordering
- Thoroughly evaluate the "split into multiple DOM elements, one per layer" proposal
- Surface edge cases, risks, performance characteristics, and non-obvious alternatives
- Push the idea space far past the obvious before organizing
### Core Problem Statement
The relief icons layer is currently SVG. The proposed change renders it via Three.js WebGL for performance. Three approaches have been considered:
1. **Canvas beside the SVG** — loses all layer interleaving (layers can't be placed between each other)
2. **WebGL inside `<foreignObject>`** — correct layering, but catastrophically slow (FBO composite on every frame)
3. **Split SVG into multiple DOM elements (1 per layer)** — some layers canvas/WebGL, some SVG, each independently moveable in the DOM to reconstruct layer order
The user needs to explore Option 3 deeply and discover any other viable approaches.
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