====== L3DT 2.2 progress report ====== Escalating commitments with work and study mean the new release is still some weeks away (but before end of June). I still have to write the tutorial, tweak a few parameters / algorithms, and do the final test-and-debug-everything evaluation. Will it be worth the wait? I hope so. The features new to L3DT 2.2 include: * Greatly improved high-resolution texture-blending. * Heightfield erosion (see pic below). * A batch-engine for making sets of maps (hands-off mode). * An 'export selected region' option. * DirectX '.x' terrain mesh export (text-only at the moment). * A 'flood-on-click' mouse tool for placing seas / lakes manually. * Water-table modelling for pretty lush / dry grass effects. * Horizontal and vertical rescaling of the heightfield, including histogram functions. * Support for jpeg textures, light maps & normals (finally!). * All new climate definitions including temperate, desert, etc. (also allows different climates in the same map). * A whole lotta polishing of the GUI (inc. improved menu structure). * The .exe is MUCH faster and smaller thanks to my belated discovery of compiler optimisations, and no longer requires the chunky MFC DLL's. * There's a skybox in L3DTVi2. Notes: I've broken the mosaic heightfield functions good and proper, and I may not fix them in time for L3DT 2.2. That probably means a heightfield size limit of 4096 × 4096 pixels will apply in L3DT 2.2. Mosaic textures still work, however, so the limit there remains 32k × 32k pixels.