65 lines
3 KiB
Text
65 lines
3 KiB
Text
Technology Preview 2 :
|
|
- Investigate the preview render threads dying.
|
|
- Add initial terrain offset so that the (0,0) coordinates are above water.
|
|
- Finalize lighting/clouds refactoring
|
|
=> Restore cloud lighting
|
|
=> Improve cloud rendering precision (and beware of precision discontinuity when rendering clouds in front of ground (shorter distance)).
|
|
- Finish texture refactoring.
|
|
=> Add detail texture.
|
|
=> Displacement on 3d explorer and previews.
|
|
=> Optimize ray marching (for tracing and shadows), using base terrain and displacement power.
|
|
- Fix rendering when inside a cloud layer, with other upper or lower layers.
|
|
- Create deb and rpm packages, and windows installer.
|
|
=> Compress and ship bruneton cache data.
|
|
- Translations.
|
|
|
|
Technlogy Preview 3 :
|
|
- FOCUS : Streamlining, with undo system
|
|
- FOCUS : Vegetation
|
|
- FOCUS : Night sky
|
|
- Alter aerial perspective using estimation of the amount of light left after cloud layers traversal.
|
|
- Add a map preview to terrain editor.
|
|
- Better time selection widget for atmosphere.
|
|
- Clouds should keep distance to ground.
|
|
- Create a StandardPreviewClass in C-lib (with renderer, updateData, changeView, getColor, choices and toggles).
|
|
- Fully move layer management from BaseForm to BaseFormLayer.
|
|
- Allow render saving in HDR compatible format.
|
|
- Add clouds to explorer with 3d textures.
|
|
- Add fresnel effect to specular lighting.
|
|
- Add "hardness to light" and shadow control ("minimum lighting") to material.
|
|
- Start using OpenCL to optimize rendering.
|
|
- Fully restore render progress (with first pass).
|
|
- Rethink the quality settings and detail smoothing in the distance.
|
|
=> When quality setting is set to 10, add boost options
|
|
=> Add detail boost (adds granularity)
|
|
=> Add step boost (for marching algorithms)
|
|
- Add logarithmic sliders for some float values.
|
|
- Improve previews.
|
|
=> Add user markers on OSD.
|
|
=> Add areas marking.
|
|
- Add a noise automatic filler.
|
|
- Lock some previews together (eg: terrain height and colored preview).
|
|
- Find a new licence.
|
|
|
|
Technology Preview 4 :
|
|
- Implement Sub Surface Scattering for water, textures and clouds.
|
|
- Implement earth curvature.
|
|
- Use bicubic interpolation for antialiasing.
|
|
- Allow for larger renders/antialias (will need several two-pass chunks).
|
|
- Add a progress indicator on previews.
|
|
- Mark modified tabs and ask for losing modifications (idem for layers).
|
|
- Fix potential holes in land rendering.
|
|
- Progressive final render (increasing resolution, for second pass only).
|
|
- Improve 3d explorer
|
|
=> Restore LOD and intelligent poly count (and raise max tessellation)
|
|
=> Better handling of high altitude
|
|
=> Interrupt chunk rendering when quitting dialog
|
|
=> Don't display the water if it's below all ground
|
|
=> Try to overcome the near frustum cutting
|
|
=> Add toggles (for water...)
|
|
=> Max texture size should depend on GPU memory available
|
|
- Interrupt preview chunk renderings that will be discarded at commit, or that are no more visible.
|
|
|
|
Release Candidate :
|
|
- Polish all features and UI.
|
|
- More translations.
|