(Sorry, i forgot to turn on antialiasing when i took it).
Since i'm debugging the terrain engine, clouds are missing (ah! at least you can see the terrain and the atmosphere shading).
If you look closely, you'll see on the bottom right two chains of mountains that repeat. These are the experimental "DEMs" spawned randomly on the planet (in empty, flat areas). They won't be that close in the final algorithm, of course.
I fixed many bugs today, including:
- some shader parameter tracker code, which didn't detect a change in a matrix. This caused the starfield to not appear at the correct place.. heh.
- some terrain patches that were incorrectly positionned during a single frame, just after they are generated. This was again caused by a shader parameter bug, which took at least a full frame to update (let's just say that the order of the operations was not correct).
Bugs/artefacts remaining in the terrain engine:
- some black pixels in the horizon, which are caused by the cracks between the planet's cube faces. The terrain engine is crack-proof within a same planet's face (approximately 10,000 km x 10,000 km), but not between two adjacent planet's faces.
- popping... lots. I've disabled the morphing coefficients right now for easier testing, but i have to re-enable them. This won't fix all the popping (what terrain engine can really be 100% popping-free ?), but it should make it unnoticeable to the majority of people.
- seams between terrain patches textures.. yeah, i still haven't fix that. The next big work IMO.
Next features to implement:
- atmosphere transparency (to see stars in the night area of the planet)
- surface detail textures