66 lines
3.1 KiB
Text
66 lines
3.1 KiB
Text
Technology Preview 2 :
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- Add initial terrain offset so that the (0,0) coordinates are above water.
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- Finalize lighting/clouds refactoring
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=> Restore cloud lighting
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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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- Finish texture refactoring.
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=> Add detail texture.
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=> Displacement on 3d explorer and previews.
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=> Optimize ray marching (for tracing and shadows), using base terrain and displacement power.
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- Fix rendering when inside a cloud layer, with other upper or lower layers.
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- Fix terrain/water quads not being drawn when too much near camera.
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- Create deb and rpm packages, and windows installer.
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=> Compress and ship bruneton cache data.
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- Translations.
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Technlogy Preview 3 :
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- FOCUS : Streamlining, with undo system
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- FOCUS : Vegetation
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- FOCUS : Night sky
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- Implement copy-on-write on definitions (to avoid copying whole heightmaps for instance).
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- Alter aerial perspective using estimation of the amount of light left after cloud layers traversal.
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- Add a map preview to terrain editor.
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- Better time selection widget for atmosphere.
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- Clouds should keep distance to ground.
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- Create a StandardPreviewClass in C-lib (with renderer, updateData, changeView, getColor, choices and toggles).
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- Fully move layer management from BaseForm to BaseFormLayer.
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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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- Fully restore render progress (with first pass).
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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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- 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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- 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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=> 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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