Michaël Lemaire
623fbaa2e3
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@408 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
57 lines
2.4 KiB
Text
57 lines
2.4 KiB
Text
Technology Preview 2 :
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- Finalize Preetham's model usage
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=> Apply model to atmosphere (aerial perspective)
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=> Find a proper model for night sky (maybe Shirley)
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- InputInt doesn't honor small_step.
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- Keep skydome lights in cache for a render.
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- Add buttons to restore "auto" default values in tabs and dialogs.
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- Add "hardness to light" and shadow control ("minimum lighting") to material.
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- Add logarithmic sliders for some float values.
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- Improve previews.
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=> Add user markers on OSD.
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=> Add areas marking.
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- Improve terrain canvas editor.
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=> Add GeoArea editor.
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=> Resample map on changing resolution.
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=> Map loading should not choose arbitrary resolution.
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- Improve textures (current model is greatly incorrect).
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=> Separate models (basic texture and covering texture).
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=> Covering texture height should inpact terrain height.
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=> Add texture shadowing.
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- Use the curve editor in noise editor (option).
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- Add a noise filler (and maybe noise intervals ?).
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- Fix the distorted sun appearance.
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- Improve curve editor.
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=> Add curve modes
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=> Add logarithmic mode
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=> Add zoom and scrolling
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- Lock some previews together (eg: terrain height and colored preview).
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- Find a new licence.
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Technology Preview 3 :
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- Restore render progress.
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- Store the terrain canvases in a tree to allow "multi-res" edition.
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- Implement High Dynamic Range.
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- Implement Sub Surface Scattering for water.
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- Use bicubic interpolation for antialiasing.
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- Allow for larger renders/antialias (will need several two-pass chunks).
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- Add basic vegetation system ?
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- Add a progress indicator on previews.
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- Multi threaded first pass.
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- Mark modified tabs and ask for losing modifications (idem for layers).
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- Fix potential holes in land rendering.
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- Progressive final render (increasing resolution, for second pass only).
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- Water and terrain LOD moves with the camera, fix it like in the wanderer.
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- Improve 3d explorer
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=> Restore LOD and intelligent poly count (and raise max tessellation)
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=> Interrupt chunk rendering when quitting dialog
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=> Don't display the water if it's below all ground
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=> Try to overcome the near frustum cutting
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=> Disable specular lighting (dependant on camera location)
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=> Add toggles (for water...)
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=> Max texture size should depend on GPU memory available
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- Interrupt preview chunk renderings that will be discarded at commit, or that are no more visible.
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Release Candidate :
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- Polish all features and UI.
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- More translations.
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