[ ] Refactor internal r3d_draw module
Centralize all drawing-related functionality and drawable objects, including VAO management, which is currently scattered.
[ ] Redesign internal shader macro system Rethink the current macro-based approach for managing shaders to improve clarity and maintainability.
[ ] Explore alternative SSGI approaches The current SSIL-VB used as a cheap SSGI solution is far from ideal and difficult to tune. Investigating more stable and production-ready SSGI techniques would be beneficial.
[ ] Add more anti-aliasing options Provide higher-quality anti-aliasing solutions in addition to FXAA. SMAA appears to be the most suitable next step. Techniques such as TAA currently require deeper architectural changes...
[ ] Material loading/import helpers Similar to existing skeleton and animation loading utilities, it would be useful to provide helper functions to import materials from files when needed.
[ ] Consider R3D_Camera type (maybe)
Think about introducing a dedicated camera type that handles cullMask per camera (instead of using global state) and manages near/far parameters directly, removing the last dependency on rlgl.