First heightmap render
Camera works now
Brush for editing implemented
Map Smoothing implemented
Lighting: Normals calculated per Quad
Lighting: Adjusted lighting direction
Simple ground texture applied
Changed ground texture to sand
Switched to rendering via Displaylists. about 10x speedup. Whole map renderable.
Water: Added a simple transparent water plane
Lighting: Smoothed out Normals
Water: Added Reflection map. Projective texturing an upside-down image onto the water plane.
Water: Added Refraction map and Distorion. Projective texturing scene below water onto waterplane.
Blue border glitch visible
Blue border glitch fixed
Heightmap from Wikipedia ;)
Simple Auto-Terrain-Texturing by specifying heightlevels and textures. Blending between levels.
Wikipedia map, autotextured
Imported high-quality 200MB texturemap together with corresponding heightmap. Switched of own lighting, because lighting was baked into texturemap.
Switched to Trianglestrip rendering instead of Quads
Hydraulic Erosion. Multistage autotexturing. New Brush rendering. Gouraud-Smoothed autotexturing.
Wikipedia map. Hydraulic eroded and autotextured
Expanded autotexturing based on gouraud-smoothed steepness values, used for blending a steep and flat texture for a specific heightlevel
Experimenting with TTD'izing the map :)
Many speed improvements. 2048x2048 Heightmap with Blocksize of 64. FPS: DL-LOD 66, DL+LOD 360, VBO-LOD: 48, VBO+LOD: 255
Implemented Loading and Rendering of .s3o models
Added alpha to .s3o models. Speed improvements.
Many many things on editing side. Added Export/Import/Display/Edit of: Metal/Slope/Type/Vegetation/Feature/Texturemaps. Direct Export to Spring SM2 Mapformat. TDF import(Features). Switched to SWT.
Different maps overlayed onto main rendering view.
Added Feature Selection dialog, with dynamic rendered feature images
Added Texture Selection dialog
Added Brush Selection dialog
SM2 map import progress: heightmap of a very well known map (credits to the author)
SM2 map import finished. heightmap, texturemap, metalmap, typemap, vegetationmap, (again credits to the author ;) )
Texture stamping respects the alpha from loaded texture now. Used for shown metal-patches
Option to Blend-in Texturemap into other Views. Image: Texturemap blended into Metalmap
The new startlogo, generously created by KaiserJ
Implemented texture blending via brushes
Added Diamond-Square Terrain Generation
Added faster alternative Wet erosion
Added Prefab placement for textures and heightmap
Added Prefab rotation
Showing multilevel Prefabs
Added Prefab Selection Dialog
Added 16 bit Pattern loading. From left to right: 8bit blurred, 8bit original, 16bit blurred