Michaël Lemaire
c0f945fb27
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@511 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
75 lines
3.3 KiB
Text
75 lines
3.3 KiB
Text
Technology Preview 2 :
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- Replace terrain canvas editor by full sculpting editor.
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=> Add a generation dialog, with fixed resolution.
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=> Store local terrain modifications in fully dynamic canvas.
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=> Add map preview with editor area.
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=> Allow camera move and zoom.
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- Get rid of noise dialogs, for simpler settings.
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- Finalize Bruneton's model
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=> Fix artifacts on aerial perspective
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=> Fix blue appearance at night
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- Finalize lighting refactoring
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=> Restore water filtering
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=> Restore cloud lighting
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=> Restore and improve skydome lighting
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- Apply Preetham's model usage
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=> Convert to HDR rendering.
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=> Apply model's aerial perspective.
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- Find a proper model for night sky (maybe Shirley).
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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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- Clouds should keep distance to ground.
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- Fix rendering when inside a cloud layer, with other upper or lower layers.
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- Improve cloud rendering precision (and beware of precision discontinuity when rendering clouds in front of ground (shorter distance)).
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- Top-down previews and explorer renderings should be camera independant.
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- Explorer should have a waiting message while init.
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- Sun radius is too small.
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Technlogy Preview 3 :
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- Fully move layer management from BaseForm to BaseFormLayer.
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- Start vegetation system.
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- Allow render saving in HDR compatible format.
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- Add clouds to explorer with 3d textures.
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- Add fresnel effect to specular lighting.
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- Add "hardness to light" and shadow control ("minimum lighting") to material.
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- Start using OpenCL to optimize rendering.
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- Restore render progress.
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- Rethink the quality settings and detail smoothing in the distance.
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=> When quality setting is set to 10, add boost options
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=> Add detail boost (adds granularity)
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=> Add step boost (for marching algorithms)
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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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- Add a noise automatic filler.
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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 4 :
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- Implement Sub Surface Scattering for water, textures and clouds.
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- Implement earth curvature.
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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 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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=> Better handling of high altitude
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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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