On 29 Dec 2012, at 09:03, Renk Thorsten <thorsten.i.renk@jyu.fi> wrote:

I guess we need to discuss just what we want to impement:

Based on how we do the light, we have

1) Rembrandt (multiple light sources)
2) Atmospheric light scattering (only one light source, but with position/time differential light computations)
3) classic (only one light source computed for the whole scene)
4) a future Rembrandt + atmospheric light scattering (time/position differential light computations for the sun + multiple secondary light sources)

Based on how we render terrain we have

a) the classic set of effects (slope transition, landmass,...)
b) the procedural texturing set of effects (de-tiling, hires overlay, dust/autumn/vegetation..., closeup bumpmapping, grain overlay,...)

That gives all in all 8 possible rendering frameworks, out of which currently 1a), 2b) and 3a) exist. I was talking about creating 4b) (or maybe 4a) ) - you seem to have something else in mind (?)

What's the a / b performance impact? From you screen shots it seems like it ought to be scalable, since we could enable certain aspects (grain, bump-mapping) based on a performance / quality slider, while still having a single approach. The de-tiling makes a massive visual improvement, and the vegetation changes would be great too - especially with more work on regional textures.