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S3 showcase series

Each row becomes an independent ESP-IDF project using the shared ESP32 runtime. Build, flash, measure and review one example on S3 before starting the next. The cube remains the minimal reusable template.

Order Project Features to demonstrate Status
01 esp32-lighting-teapot Authentic Utah teapot, smooth normals, Flat/Gouraud/Phong cycle, ambient/directional lighting, diffuse/specular material controls, additive gloss, FPS/TRIS/TRI/S overlay Approved on S3
02 esp32-textured-boxes Large crate cube; affine/perspective mapping and nearest/bilinear cycle Approved on S3
02b esp32-texture-features Seven-stage Texture Lab: wrap/clamp/zero addressing, keyed foliage, indexed lava palette cycling, matched texture-LOD sweeps Approved on S3
03 esp32-tropical-island Game-style sky gradient, beach and palm geometry, orbit and distance variation, painter sorting, rippled water, previous-field reflections, additive sun/lens-flare sprites and picking-based occlusion Approved on S3
03b esp32-depth-teapot Fixed glossy Phong; seven-second painter/depth cycle on matched motion, overlap artefacts and timing/memory tradeoff Approved on S3
03c esp32-neon-car Runtime OBJ/MTL loading, indexed livery, textured glossy Phong, view-dependent environment mapping on separate windows, neon workshop Approved on S3
04 esp32-shading-gallery Flat, Gouraud, Phong, unlit and wireframe comparisons; per-face materials; coloured ambient and depth brightness Planned
05 esp32-postfx-crt Seven-second CRT off/on comparison, bright arcade test card, matched rotating cube, physical-row scanlines without an extra buffer Approved on S3
06 esp32-postfx-cel Seven-second smooth/cel comparison on the glossy red teapot, four diffuse bands, no extra effect buffer Approved on S3
07 esp32-particles Four stages: additive sparks, water spray, 200-slot cap, distance culling; LIVE/DRAWN counters and inclusive render timing Approved on S3
08 esp32-sprites-blending After Hours: mirrored-mesh glossy floor, translucent layering, additive lamp pools/cones, projected quarter-image sprite halos Approved on S3
08b esp32-sprite-controls Air Mail: aircraft flips, shared/per-sprite alpha echoes, animated letterboxing and full-screen fades Approved on S3
08c esp32-object-blending Remaining 3D object blend equations: subtract, scale, average and XOR Planned
08d esp32-lod-billboards Woodland: full/simple pine mesh LOD, matched billboard stand-in, distance fade and full-mesh reference pass Approved on S3
08e esp32-mesh-instancing REPEAT: independent mesh copies versus immutable shared instances, measured memory and CPU tradeoff Approved on S3
Film esp32-neon-film ESP 88: twelve-scene original neon city cinematic, scene asset lifetimes, autonomous coupe, pursuit, wheel-only flight and waterfront credits Approved
Exhibition esp32-matter MATTER: three-minute procedural art exhibition, kinetic sculpture, analytic surface deformation, chrome, folded paper, phyllotaxis and ceramic tunnel Approved
09 esp32-geometry-depth Primitives, billboards, near/far clipping, culling, depth bias, optional Z buffering, picking and distance/LOD fades Planned

Every completed project will document its configuration, assets, measured S3 cadence and compromises. Relevant showcase assets stay with their example; portable reusable helpers can be shared. Buffered full-screen effects and desktop checkerboard reconstruction are not zero-memory S3 paths: assess them separately instead of implying the existing field runtime supports them.

Feedback on the currently flashed example gates the next one. This list tracks the intended coverage; a planned row is not an implemented demo.