====== Unscheduled features ====== This page lists the features that are intended to be included in L3DT //eventually//, but have not yet been committed to any particular release. ===== User interface ===== * 3D editor. * Algorithm for stitching two or more maps together seamlessly. * Context sensitive help, linking to the on-line or off-line tutorial((Is this still necessary with wthrus?)). * Create a wizard dialog for batch engine. * Algorithm parameters 'tweak' interface. * 'Blended' display in texture-combining wizard((This is just eye-candy.)). * Customisable contour lines((This is just eye-candy.)). * Copy image to clipboard option. * Restore defaults for schemes.ini. ===== Fancy features ===== * Network rendering. * Flowing water (rivers, waterfalls, rapids, etc.) * Roads, rail, fences, etc. * Design heightfield by drawing contours. * Generate design map from user-designed 'primitives map' (e.g. plains, hills, mountains, etc). * Export 'shadow height map' option. * Vector/polygon based area definition for overlays and other operations((Isn't this what Leveller does? Should I replicate this?)). * Latitude-based climate variation (eg poles-to-tropics). * Preview option that generates only specific parts of the heightfield((I'm not sure this can be done, but I'll keep it on the list for now.)). * Strata-masking of erosion. * Radiosity mapping (e.g. [[http://www2.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf|this]]). * Make water plane calc switch sea/lake (depending on edge conditions.) ===== File I/O ===== * Plain-text file option in texture splatting (as opposed to the XML file). ===== Optimisations ===== * Re-optimise water flooding routine.