paysages : Small texture fix.

git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@314 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
Michaël Lemaire 2012-05-01 10:43:33 +00:00 committed by ThunderK
parent 390fb34f65
commit 0aebb5afa7
5 changed files with 10 additions and 5 deletions

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@ -1,6 +1,9 @@
????-??-?? Technology Preview 2 ????-??-?? Technology Preview 2
------------------------------- -------------------------------
* Previews scaling is now logarithmic (slower when zoomed). * Previews scaling is now logarithmic (slower when zoomed).
* Previews drawing now takes advantage of multiple CPUs.
* New displacement mode for textures (perpendicular to local ground surface).
* Added clouds hardness to light.
2012-04-20 Technology Preview 1 2012-04-20 Technology Preview 1
------------------------------- -------------------------------

5
TODO
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@ -10,11 +10,11 @@ Technology Preview 2 :
- Add a noise filler (and maybe noise intervals ?). - Add a noise filler (and maybe noise intervals ?).
- Improve curve editor. - Improve curve editor.
- Water and terrain LOD moves with the camera, fix it like in the wanderer. - Water and terrain LOD moves with the camera, fix it like in the wanderer.
- There should not have to be more preview threads than core. - There should not have to be more preview threads than cpu cores.
- Handle preview threads termination.
- Add preview threads pausing (for rendering). - Add preview threads pausing (for rendering).
- Add preview chunks priority (for visible previews). - Add preview chunks priority (for visible previews).
- Interrupt preview chunk renderings that will be discarded at commit. - Interrupt preview chunk renderings that will be discarded at commit.
- Can't overwrite picture files (ILError).
Technology Preview 3 : Technology Preview 3 :
- Restore render progress. - Restore render progress.
@ -23,6 +23,7 @@ Technology Preview 3 :
- Improve sky rendering (colors and light halo). - Improve sky rendering (colors and light halo).
- Add a progress indicator on previews. - Add a progress indicator on previews.
- Multi threaded first pass. - Multi threaded first pass.
- Fix potential holes in land rendering.
Release Candidate : Release Candidate :
- Polish all features and UI. - Polish all features and UI.

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@ -205,7 +205,7 @@ void MainWindow::fileLoad()
void MainWindow::showAboutDialog() void MainWindow::showAboutDialog()
{ {
QMessageBox::about(this, tr("Paysages 3D"), tr("A 3D landscape editing and rendering software.\n\nAuthors :\nProgramming - Michael Lemaire\n\nQt - http://qt.nokia.com/\nDevIL - http://openil.sourceforge.net/\nGLib - http://www.gtk.org/\n")); QMessageBox::about(this, tr("Paysages 3D"), tr("A 3D landscape editing and rendering software.\n\nAuthors :\nProgramming - Michael Lemaire\n\nCredits :\nQt - http://qt.nokia.com/\nDevIL - http://openil.sourceforge.net/\nGLib - http://www.gtk.org/\n"));
} }
void MainWindow::quickPreview() void MainWindow::quickPreview()

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@ -847,6 +847,7 @@ rapide (F5)</translation>
Authors : Authors :
Programming - Michael Lemaire Programming - Michael Lemaire
Credits :
Qt - http://qt.nokia.com/ Qt - http://qt.nokia.com/
DevIL - http://openil.sourceforge.net/ DevIL - http://openil.sourceforge.net/
GLib - http://www.gtk.org/ GLib - http://www.gtk.org/

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@ -216,7 +216,7 @@ static inline Vector3 _getPreNormal(TextureLayerDefinition* definition, Renderer
dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z); dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
ref.x = 0.0; ref.x = 0.0;
ref.z = 1.0; ref.z = 1.0;
normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point)))); normal = v3Normalize(v3Cross(ref, v3Sub(dpoint, point)));
dpoint.x = point.x; dpoint.x = point.x;
dpoint.z = point.z + scale; dpoint.z = point.z + scale;
@ -239,7 +239,7 @@ static inline Vector3 _getPreNormal(TextureLayerDefinition* definition, Renderer
dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z); dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
ref.x = 0.0; ref.x = 0.0;
ref.z = -1.0; ref.z = -1.0;
normal = v3Normalize(v3Cross(ref, v3Sub(dpoint, point))); normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
} }
return v3Normalize(normal); return v3Normalize(normal);