docs: mark Phase 3.5 (image textures in vector scenes) done
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@ -392,6 +392,18 @@ dirty never evicted. 4. 3c GPU bound. 5. 3d undo diffs reproduce pre-stroke buff
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## Phase 3.5 — Image textures in vector scenes **[DONE 2026-06-21]** *(prereq for Phase 4; fixed DCEL-broken image import)*
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**Done:** 3.5a — import/drop places an image as a borderless image-filled rectangle
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(`AddShapeAction::image_rect`), centered (direct import) or at the drop point (library drag);
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renderer now maps the image brush onto the fill's bounding box (was anchored at world origin →
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only a corner showed); `SetImageFillAction` + an **Image** fill-type tab (None|Solid|Gradient|Image)
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with an asset picker in the Info Panel. 3.5b — image bytes persist as `MediaKind::ImageAsset` rows in
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the `.beam` (kept-in-place; `ImageAsset.data` is `skip_serializing` + container-backed; old base64
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projects migrate on re-save); eager-read on load. *(ImageCache still unbounded — Phase 4 adds the
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usage-based LRU/lazy paging.)*
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### (original plan below)
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## Phase 3.5 — Image textures in vector scenes *(prereq for testing Phase 4; fixes DCEL-broken image import)*
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**Why:** Phase 4 pages *image assets*, but there's currently no way to get an image asset into a
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