In Triton, we’ve rolled out an improved prop wash effect in our ship wakes (shown above). Our new prop wash is higher resolution, and reduces visual tiling that was present before. For now, this change is OpenGL-only, but we plan to integrate this into DirectX soon. Our larger effort to improve our wake effects is ongoing; next, our attention is turning to spray particle effects.
Triton has also been modified to push and pop all OpenGL client attributes surrounding its drawing methods. This will make it easier to integrate Triton into OpenGL applications without encountering issues related to OpenGL’s state changing “behind the back” of your rendering engine. This same change was made to SilverLining in version 4.079.
In SilverLining, we’ve changed how CloudLayer::Intersect works. This method allows you to conduct intersection tests along a ray with cumulus cloud layers. Previously, this intersection test took the orientation of the individual cloud puff billboards into account, which means it was possible to shoot a ray straight through a cloud without an intersection if the ray’s direction was orthogonal to the direction of the puff billboards. We now treat each cloud puff as a sphere instead, to avoid this edge case.
We’ve also updated the documentation in SilverLining and Triton to mention Visual Studio 2017, and how our Visual Studio 2015 libraries are compatible with it.