docs: ROADMAP + README à jour (Étape 11 resize confirmée)
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@@ -185,3 +185,4 @@ The architecture docs live in `docs/tech/` and are written in **French**. Each d
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6. **Error unification** — replace `Result<_, String>` in `Scene`/`PipelineCache` with typed errors.
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7. ✅ **CPU geometry storage (Étape 8)** — `Mesh` retains a shared `Arc<Geometry>` (CPU source of truth with colors) alongside its GPU buffers; meshes are declared from a `Geometry` via `Mesh::from_geometry`/`Scene::create_mesh(id, geometry, material)` instead of raw `&[Vertex]` arrays. (Done 2026-09-18; `transform` stays on `Entity` — deviation D3.)
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8. ✅ **Diffuse textures (Étape 10, Phase 4.1)** — `resources::Texture` (GPU image: device+view+sampler, `Rgba8UnormSrgb`, loaders `from_rgba8`/`from_bytes`/`from_file`) attached to a `Material` as diffuse texture. The `standard` shader samples it via bind group **@2** (shared layout: sampler+texture); UVs are forwarded as vertex attribute location 2. Without a texture the material uses a shared 1×1 white placeholder so lit and unlit rendering are unchanged (no regression). The `cube` example now uses a procedural checkerboard texture. (Done 2026-09-18.)
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9. ✅ **Window resize (Étape 11, Phase 4.4)** — `App::resize` reconfigures the surface (`Context::configure`) and recreates the depth texture (`Renderer::resize_depth`) together on each `WindowEvent::Resized`, so color and depth attachments always match. Guards against 0×0 (minimize). The surface format is re-synced to the Renderer and Scene if it ever changes. (Done 2026-09-18; verified at runtime on the `cube` example.)
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