History
version 0.47 (2005/09/02)
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ray angle delta computation upon ray-voxel-intersection is greatly improved
-> massive speed boost
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use of cache-aware SSE instructions (prefetch and non-temporal writes)
-> another speed bost
-> note: now requires a processor with the extended MMX subset of SSE (Intel Pentium II or AMD Athlon)
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some other minor speed improvements
version 0.46 (2003/05/31)
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new: sampling anti-aliasing
-> GREAT visual quality improvement (no more wobbling mountains) - in compromise for 40% loss of render speed
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improved overall quality of geometric calculations and fixed bugs therein
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fixed: height offset is now calculated correctly (was off between 0-1 before)
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fixed: line color interpolation did overflow sometimes
version 0.45 (2002/02/11)
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new: all drawings are now independent of the used resolution
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new: the view angle can now be changed just-in-time
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new: the interpolation (detail) mode can now be changed in runtime
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new: built an OOP API around the ASM code - that was more work than I had thought
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new: generic container file to store maps and information, plus saver and loader
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new: created the FIRST PUBLIC DEMO program of Terrender for Windows and DirectX
version 0.44 (2002/01/04)
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fixed: bugs with the new projection that occured when the scaling was changed
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fixed: small bug in the changed sky projection code from version 0.42
version 0.43 (2002/01/02)
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new: changed pinhole projection to perspective projection; this is in fact the more correct look,
at least on a flat canvas like the screen ;-)
version 0.42 (2001/12/13)
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optimized the angle calculations in the raycast loop a lot
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fog shading more correct now
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pixels not seen are not calculated anymore
-> drawing is now faster when tilting
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fixed: old color was used for interpolation when pixels where drawn in 2 subsequent turns of the raycast loop
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changed the sky projection code a little bit so it looks more volumetric now
version 0.41 (2001/12/09)
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new: completely rewrote the projection so it is now completely accurate when looking towards the horizon
-> great visual improvement, but also loss of quite much speed
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fixed: scaling on the x-axis was wrong when tilting
version 0.40 (2001/02/27)
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fixed: scaling for different screen resolutions
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fixed: corrected strange implementation for x/y-direction of rays
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interpolation turned off for far away pixels
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only memory access in main raycast loop now is to the data map
version 0.40 (2001/02/01)
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new: ported sky routine to assembler
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fixed: I forgot that stupid EMMS instruction at the end of vx_SetHaze
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new: pixels not seen are not drawn anymore
version 0.36 (2000/09/15)
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fixed: wrong scaling for different resolutions in both landscape and sky
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ported sky routine partly to assembler
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height interpolation is now done with MMX
version 0.35 (2000/09/12)
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fixed: newly introduced bug with cos_neig_cos_steig2 at height-int.
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fixed: newly introduced bug with entf at @h2_fits
version 0.32 (2000/06/11)
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fixed: little bug in Perlin cloud generation function when cycles > 5
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ported Perlin function to assembler
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new: created a rather modular design
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new: introduced scaling factor for different resolutions
version 0.31 (2000/06/01)
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fixed: bug in rotation
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no need for a bigger buffer because of over-drawn pixels anymore
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fixed: overdraw at the screen border when interpolation used
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fixed: stupid bug in RGBhi macro
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new: color and form of clouds can now be changed
version 0.26 (2000/04/22)
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fixed: corrected scaling when tilting
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some variables are now precalculated
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new: engine capable of tilting between -45° and 45°
...many versions and bug fixes...
version 0.14 (1999/12/05)
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new: moving and morphing clouds on the sky
...many versions and bug fixes...
version 0.1 (1999/09/22)
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initial C version ported from Turbo Pascal to DJGPP
Copyright 2003-2005, Michael Noisternig