paysages : Small texture fix.
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@314 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
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5 changed files with 10 additions and 5 deletions
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@ -1,6 +1,9 @@
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????-??-?? Technology Preview 2
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????-??-?? Technology Preview 2
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-------------------------------
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-------------------------------
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* Previews scaling is now logarithmic (slower when zoomed).
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* Previews scaling is now logarithmic (slower when zoomed).
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* Previews drawing now takes advantage of multiple CPUs.
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* New displacement mode for textures (perpendicular to local ground surface).
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* Added clouds hardness to light.
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2012-04-20 Technology Preview 1
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2012-04-20 Technology Preview 1
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-------------------------------
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-------------------------------
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5
TODO
5
TODO
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@ -10,11 +10,11 @@ Technology Preview 2 :
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- Add a noise filler (and maybe noise intervals ?).
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- Add a noise filler (and maybe noise intervals ?).
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- Improve curve editor.
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- Improve curve editor.
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- Water and terrain LOD moves with the camera, fix it like in the wanderer.
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- Water and terrain LOD moves with the camera, fix it like in the wanderer.
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- There should not have to be more preview threads than core.
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- There should not have to be more preview threads than cpu cores.
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- Handle preview threads termination.
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- Add preview threads pausing (for rendering).
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- Add preview threads pausing (for rendering).
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- Add preview chunks priority (for visible previews).
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- Add preview chunks priority (for visible previews).
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- Interrupt preview chunk renderings that will be discarded at commit.
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- Interrupt preview chunk renderings that will be discarded at commit.
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- Can't overwrite picture files (ILError).
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Technology Preview 3 :
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Technology Preview 3 :
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- Restore render progress.
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- Restore render progress.
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@ -23,6 +23,7 @@ Technology Preview 3 :
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- Improve sky rendering (colors and light halo).
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- Improve sky rendering (colors and light halo).
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- Add a progress indicator on previews.
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- Add a progress indicator on previews.
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- Multi threaded first pass.
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- Multi threaded first pass.
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- Fix potential holes in land rendering.
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Release Candidate :
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Release Candidate :
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- Polish all features and UI.
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- Polish all features and UI.
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@ -205,7 +205,7 @@ void MainWindow::fileLoad()
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void MainWindow::showAboutDialog()
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void MainWindow::showAboutDialog()
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{
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{
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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"));
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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"));
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}
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}
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void MainWindow::quickPreview()
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void MainWindow::quickPreview()
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@ -847,6 +847,7 @@ rapide (F5)</translation>
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Authors :
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Authors :
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Programming - Michael Lemaire
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Programming - Michael Lemaire
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Credits :
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Qt - http://qt.nokia.com/
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Qt - http://qt.nokia.com/
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DevIL - http://openil.sourceforge.net/
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DevIL - http://openil.sourceforge.net/
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GLib - http://www.gtk.org/
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GLib - http://www.gtk.org/
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@ -216,7 +216,7 @@ static inline Vector3 _getPreNormal(TextureLayerDefinition* definition, Renderer
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dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
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dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
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ref.x = 0.0;
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ref.x = 0.0;
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ref.z = 1.0;
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ref.z = 1.0;
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normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
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normal = v3Normalize(v3Cross(ref, v3Sub(dpoint, point)));
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dpoint.x = point.x;
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dpoint.x = point.x;
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dpoint.z = point.z + scale;
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dpoint.z = point.z + scale;
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@ -239,7 +239,7 @@ static inline Vector3 _getPreNormal(TextureLayerDefinition* definition, Renderer
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dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
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dpoint.y = renderer->getTerrainHeight(renderer, dpoint.x, dpoint.z);
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ref.x = 0.0;
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ref.x = 0.0;
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ref.z = -1.0;
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ref.z = -1.0;
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normal = v3Normalize(v3Cross(ref, v3Sub(dpoint, point)));
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normal = v3Add(normal, v3Normalize(v3Cross(ref, v3Sub(dpoint, point))));
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}
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}
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return v3Normalize(normal);
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return v3Normalize(normal);
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