paysages3d/TODO

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Technology Preview 2 :
- Finalize Preetham's model usage
=> Apply model to atmosphere (aerial perspective)
=> Find a proper model for night sky (maybe Shirley)
- InputInt doesn't honor small_step.
- Keep skydome lights in cache for a render.
- Add buttons to restore "auto" default values in tabs and dialogs.
- Add "hardness to light" and shadow control ("minimum lighting") to material.
- Add logarithmic sliders for some float values.
- Improve previews.
=> Add user markers on OSD.
=> Add areas marking.
- Improve terrain canvas editor.
=> Add GeoArea editor.
=> Apply GeoArea to revertToTerrain.
=> Resample map on changing resolution.
=> Map loading should not choose arbitrary resolution.
- Improve textures (current model is greatly incorrect).
=> Separate models (basic texture and covering texture).
=> Covering texture height should inpact terrain height.
=> Add texture shadowing.
- Use the curve editor in noise editor (option).
- Add a noise filler (and maybe noise intervals ?).
- Fix the distorted sun appearance.
- Improve curve editor.
=> Add curve modes
=> Add logarithmic mode
=> Add zoom and scrolling
- Lock some previews together (eg: terrain height and colored preview).
- Find a new licence.
Technology Preview 3 :
- Restore render progress.
- Implement High Dynamic Range.
- Implement Sub Surface Scattering for water.
- Use bicubic interpolation for antialiasing.
- Allow for larger renders/antialias (will need several two-pass chunks).
- Add basic vegetation system ?
- Add a progress indicator on previews.
- Multi threaded first pass.
- 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).
- Water and terrain LOD moves with the camera, fix it like in the wanderer.
- Improve 3d explorer
=> Restore LOD and intelligent poly count (and raise max tessellation)
=> Interrupt chunk rendering when quitting dialog
=> Don't display the water if it's below all ground
=> Try to overcome the near frustum cutting
=> Disable specular lighting (dependant on camera location)
=> 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.