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		<updated>2026-04-09T08:43:20Z</updated>
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	<entry>
		<id>http://horde3d.org/wiki/index.php?title=GUI_Extension&amp;diff=640</id>
		<title>GUI Extension</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=GUI_Extension&amp;diff=640"/>
				<updated>2010-01-25T16:40:56Z</updated>
		
		<summary type="html">&lt;p&gt;Phoenix64: Small additions/fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: Extensions]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; &lt;br /&gt;
| {{ContentBlock|width=800|color=white |content=The GUI extensions adds a GUi system to Horde3D which can be used to display both 3D GUIs and 2D menus. This is done by defining a common GUI scene node which renders 2D geometry at the local xy plane of the scene node. All GUI elements are skinnable. The GUI uses wchar_t for all strings.&lt;br /&gt;
&lt;br /&gt;
The extension was presented in the forum here: http://www.horde3d.org/forums/viewtopic.php?f=6&amp;amp;t=1065&lt;br /&gt;
&lt;br /&gt;
= Getting the extension =&lt;br /&gt;
The extension is in my mercurial fork of the official horde3d repository at http://bitbucket.org/mgottschlag/horde3dext/. Click on &amp;quot;get source&amp;quot; in the upper right corner to download a snapshot of the sources.&lt;br /&gt;
&lt;br /&gt;
The repository contains always-up-to-date CMake files, but the MSVC files might be outdated. If you cannot compile Horde3D, ask in the forum thread mentioned above.&lt;br /&gt;
&lt;br /&gt;
= Font rendering options =&lt;br /&gt;
If compiling with CMake, you can select FreeType font rendering via cmake options as an alternative to the internal font renderer. This provides better looking text, but comes with the disadvantage that you need FreeType development files and the CMake freetype module installed. Only has been tested on Linux so far.&lt;br /&gt;
&lt;br /&gt;
= Implemented widgets =&lt;br /&gt;
&lt;br /&gt;
* Buttons&lt;br /&gt;
* Edit boxes&lt;br /&gt;
* Check boxes&lt;br /&gt;
* Group boxes&lt;br /&gt;
&lt;br /&gt;
= Position system =&lt;br /&gt;
&lt;br /&gt;
For pixel-perfect layouts at all (and even at varying) screen sizes, a combination of relative and absolute addressing is used. A position (or size) is built from 4 values, 2 absolute ones in pixels, and to values relative to the screen size. For example the position (0.5, 10, 0.25, -20) with a screensize of 1280 * 1024 pixels would result in the absolute position with x = 0.5 * 1280 + 10 = 650 and y = 0.25 * 1024 - 20 = 236.&lt;br /&gt;
&lt;br /&gt;
= Rendering =&lt;br /&gt;
The GUI resource only provides position and UV coordinate information for the vertices, the normals are assumed to be along the local z axis.&lt;br /&gt;
&lt;br /&gt;
The GUI scene node only can render quads, and the quads are put together in batches. The batches are cached and only updated when necessary (though this can still be optimized, much more is updated than what would be necessary atm).&lt;br /&gt;
&lt;br /&gt;
The font glyphs are rendered in software once when they are used for the first time and then saved to a texture specified in the font resource (for an example resource see the GUI example in the repository).&lt;br /&gt;
&lt;br /&gt;
= Usage example =&lt;br /&gt;
&lt;br /&gt;
The following code creates a GUI with one button and one edit box:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
H3DRes fontMatRes = h3dAddResource( H3DResTypes::Material, &amp;quot;overlays/font.material.xml&amp;quot;, 0 );&lt;br /&gt;
// GUI skin&lt;br /&gt;
H3DRes skinRes = h3dAddResource( H3DGUI_ResType_Skin, &amp;quot;skins/gui.skin.xml&amp;quot;, 0 );&lt;br /&gt;
// Load resources&lt;br /&gt;
h3dutLoadResourcesFromDisk( _contentDir.c_str() );&lt;br /&gt;
// Add gui&lt;br /&gt;
H3DNode gui = h3dguiAddGUI( screen, &amp;quot;GUI&amp;quot;, skinRes );&lt;br /&gt;
h3dSetNodeTransform( gui, 0, 0, 0, 0, 0, 0, 0.8f, 0.6f, 1 );&lt;br /&gt;
// Set virtual screen size&lt;br /&gt;
h3dSetNodeParamI( gui, H3DGUINode::WidthI, 320 );&lt;br /&gt;
h3dSetNodeParamI( gui, H3DGUINode::HeightI, 240 );&lt;br /&gt;
H3DGUIElement root = h3dguiGetRoot(_gui);&lt;br /&gt;
h3dguiSetElementParamI( _gui, root, H3DElementParam::ShowBackgroundI, 1 );&lt;br /&gt;
// Add a frame around the elements&lt;br /&gt;
H3DGUIElement frame = h3dguiAddFrame(_gui, root);&lt;br /&gt;
h3dguiSetElementParamStr( _gui, frame, FrameParam::LabelStr, L&amp;quot;Example GUI&amp;quot; );&lt;br /&gt;
// Add an editbox&lt;br /&gt;
H3DGUIElement editbox = h3dguiAddEditBox(_gui, frame);&lt;br /&gt;
h3dguiSetPosition( gui, editbox, 0.1f, 0, 0.1f, 0 );&lt;br /&gt;
h3dguiSetSize( gui, editbox, 0.8f, 0, 0.3f, 0 );&lt;br /&gt;
h3dguiSetElementParamStr( gui, editbox, EditBoxParam::TextStr, L&amp;quot;EditBox&amp;quot; );&lt;br /&gt;
// Add a button&lt;br /&gt;
H3DGUIElement button = h3dguiAddButton(gui, frame);&lt;br /&gt;
h3dguiSetPosition( gui, button, 0.f, 0, 0.5f, 0 );&lt;br /&gt;
h3dguiSetSize( gui, button, 0.8f, 0, 0.3f, 0 );&lt;br /&gt;
h3dguiSetElementParamStr( gui, button, ButtonParam::LabelStr, L&amp;quot;Button&amp;quot; );&lt;br /&gt;
// Set an action ID for the button&lt;br /&gt;
h3dguiSetElementParamI( gui, button, H3DElementParam::ActionIdI, 1 );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mouse and keyboard input are injected like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Insert printable char&lt;br /&gt;
h3dguiInsertChar( gui, 'A' );&lt;br /&gt;
// Insert special key (1 = pressed)&lt;br /&gt;
h3dguiInsertKey( gui, H3DGUIKey::Return, 1 );&lt;br /&gt;
// Insert new mouse position&lt;br /&gt;
h3dguiSetMousePosition( gui, 100, 100 );&lt;br /&gt;
// Insert left mouse button event (0 = left mouse button, 1 = pressed)&lt;br /&gt;
h3dguiSetMouseButton( gui, 0, 1 );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Events from the GUI are handled like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
while( h3dguiHasEvent( gui ) )&lt;br /&gt;
{&lt;br /&gt;
	int type = h3dguiGetEventType( gui );&lt;br /&gt;
	unsigned int actionid = h3dguiGetEventActionID( gui );&lt;br /&gt;
	if( type == H3DGUIEvent::Action &amp;amp;&amp;amp; actionid == 1 )&lt;br /&gt;
	{&lt;br /&gt;
		std::cout &amp;lt;&amp;lt; &amp;quot;Button has been pressed!&amp;quot; &amp;lt;&amp;lt; std::endl;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There also is an example showing how to use a 3D GUI in the repository at Extensions/GUI/Sample.&lt;br /&gt;
&lt;br /&gt;
= Screenshot =&lt;br /&gt;
&lt;br /&gt;
http://img63.imageshack.us/img63/3766/guir.png&lt;br /&gt;
&lt;br /&gt;
= Things still missing =&lt;br /&gt;
&lt;br /&gt;
Feel free to participate here:&lt;br /&gt;
&lt;br /&gt;
* Windows, dialogs, modal events&lt;br /&gt;
* List boxes&lt;br /&gt;
* Radio buttons&lt;br /&gt;
* Copy/Paste&lt;br /&gt;
* Image elements&lt;br /&gt;
&lt;br /&gt;
}} &amp;lt;!-- Right panel --&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Extension_Summary|&lt;br /&gt;
name = GUI Extension|&lt;br /&gt;
screenshot = H3DGUI.jpg|&lt;br /&gt;
description = The GUI extension adds a tightly integrated GUI system to Horde3D.|&lt;br /&gt;
horde3dversion = svn head|&lt;br /&gt;
author = Mathias Gottschlag|&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Phoenix64</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Extensions&amp;diff=639</id>
		<title>Extensions</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Extensions&amp;diff=639"/>
				<updated>2010-01-25T16:31:49Z</updated>
		
		<summary type="html">&lt;p&gt;Phoenix64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Horde3D provides an easy to use extension mechanism which allows additional functionality to be added to Horde3D.&lt;br /&gt;
&lt;br /&gt;
==Available Extensions==&lt;br /&gt;
&lt;br /&gt;
[[Image:H3Dterrain.jpg]] [[Terrain Extension]] - Heightmap based terrain with automatic LOD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:H3Dsound.jpg]] [[Sound Extension]] - 3D positional audio based on OpenAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:H3DGUI.png]] [[GUI Extension]] - A fully integrated GUI system for Horde3D&lt;/div&gt;</summary>
		<author><name>Phoenix64</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=GUI_Extension&amp;diff=638</id>
		<title>GUI Extension</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=GUI_Extension&amp;diff=638"/>
				<updated>2010-01-25T16:31:13Z</updated>
		
		<summary type="html">&lt;p&gt;Phoenix64: GUI extension page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category: Extensions]]&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; &lt;br /&gt;
| {{ContentBlock|width=800|color=white |content=The GUI extensions adds a GUi system to Horde3D which can be used to display both 3D GUIs and 2D menus. This is done by defining a common GUI scene node which renders 2D geometry at the local xy plane of the scene node. All GUI elements are skinnable. The GUI uses wchar_t for all strings.&lt;br /&gt;
&lt;br /&gt;
The extension was presented in the forum here: http://www.horde3d.org/forums/viewtopic.php?f=6&amp;amp;t=1065&lt;br /&gt;
&lt;br /&gt;
= Getting the extension =&lt;br /&gt;
The extension is in my mercurial fork of the official horde3d repository at http://bitbucket.org/mgottschlag/horde3dext/. Click on &amp;quot;get source&amp;quot; in the upper right corner to download a snapshot of the sources.&lt;br /&gt;
&lt;br /&gt;
The repository contains always-up-to-date CMake files, but the MSVC files might be outdated. If you cannot compile Horde3D, ask in the forum thread mentioned above.&lt;br /&gt;
&lt;br /&gt;
= Font rendering options =&lt;br /&gt;
If compiling with CMake, you can select FreeType font rendering via cmake options as an alternative to the internal font renderer. This provides better looking text, but comes with the disadvantage that you need FreeType development files and the CMake freetype module installed. Only has been tested on Linux so far.&lt;br /&gt;
&lt;br /&gt;
= Implemented widgets =&lt;br /&gt;
&lt;br /&gt;
* Buttons&lt;br /&gt;
* Edit boxes&lt;br /&gt;
* Check boxes&lt;br /&gt;
* Group boxes&lt;br /&gt;
&lt;br /&gt;
= Usage example =&lt;br /&gt;
&lt;br /&gt;
The following code creates a GUI with one button and one edit box:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
H3DRes fontMatRes = h3dAddResource( H3DResTypes::Material, &amp;quot;overlays/font.material.xml&amp;quot;, 0 );&lt;br /&gt;
// GUI skin&lt;br /&gt;
H3DRes skinRes = h3dAddResource( H3DGUI_ResType_Skin, &amp;quot;skins/gui.skin.xml&amp;quot;, 0 );&lt;br /&gt;
// Load resources&lt;br /&gt;
h3dutLoadResourcesFromDisk( _contentDir.c_str() );&lt;br /&gt;
// Add gui&lt;br /&gt;
H3DNode gui = h3dguiAddGUI( screen, &amp;quot;GUI&amp;quot;, skinRes );&lt;br /&gt;
h3dSetNodeTransform( gui, 0, 0, 0, 0, 0, 0, 0.8f, 0.6f, 1 );&lt;br /&gt;
// Set virtual screen size&lt;br /&gt;
h3dSetNodeParamI( gui, H3DGUINode::WidthI, 320 );&lt;br /&gt;
h3dSetNodeParamI( gui, H3DGUINode::HeightI, 240 );&lt;br /&gt;
H3DGUIElement root = h3dguiGetRoot(_gui);&lt;br /&gt;
h3dguiSetElementParamI( _gui, root, H3DElementParam::ShowBackgroundI, 1 );&lt;br /&gt;
// Add a frame around the elements&lt;br /&gt;
H3DGUIElement frame = h3dguiAddFrame(_gui, root);&lt;br /&gt;
h3dguiSetElementParamStr( _gui, frame, FrameParam::LabelStr, L&amp;quot;Example GUI&amp;quot; );&lt;br /&gt;
// Add an editbox&lt;br /&gt;
H3DGUIElement editbox = h3dguiAddEditBox(_gui, frame);&lt;br /&gt;
h3dguiSetPosition( gui, editbox, 0.1f, 0, 0.1f, 0 );&lt;br /&gt;
h3dguiSetSize( gui, editbox, 0.8f, 0, 0.3f, 0 );&lt;br /&gt;
h3dguiSetElementParamStr( gui, editbox, EditBoxParam::TextStr, L&amp;quot;EditBox&amp;quot; );&lt;br /&gt;
// Add a button&lt;br /&gt;
H3DGUIElement button = h3dguiAddButton(gui, frame);&lt;br /&gt;
h3dguiSetPosition( gui, button, 0.f, 0, 0.5f, 0 );&lt;br /&gt;
h3dguiSetSize( gui, button, 0.8f, 0, 0.3f, 0 );&lt;br /&gt;
h3dguiSetElementParamStr( gui, button, ButtonParam::LabelStr, L&amp;quot;Button&amp;quot; );&lt;br /&gt;
// Set an action ID for the button&lt;br /&gt;
h3dguiSetElementParamI( gui, button, H3DElementParam::ActionIdI, 1 );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mouse and keyboard input are injected like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Insert printable char&lt;br /&gt;
h3dguiInsertChar( gui, 'A' );&lt;br /&gt;
// Insert special key (1 = pressed)&lt;br /&gt;
h3dguiInsertKey( gui, H3DGUIKey::Return, 1 );&lt;br /&gt;
// Insert new mouse position&lt;br /&gt;
h3dguiSetMousePosition( gui, 100, 100 );&lt;br /&gt;
// Insert left mouse button event (0 = left mouse button, 1 = pressed)&lt;br /&gt;
h3dguiSetMouseButton( gui, 0, 1 );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Events from the GUI are handled like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
while( h3dguiHasEvent( gui ) )&lt;br /&gt;
{&lt;br /&gt;
	int type = h3dguiGetEventType( gui );&lt;br /&gt;
	unsigned int actionid = h3dguiGetEventActionID( gui );&lt;br /&gt;
	if( type == H3DGUIEvent::Action &amp;amp;&amp;amp; actionid == 1 )&lt;br /&gt;
	{&lt;br /&gt;
		std::cout &amp;lt;&amp;lt; &amp;quot;Button has been pressed!&amp;quot; &amp;lt;&amp;lt; std::endl;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There also is an example showing how to use a 3D GUI in the repository at Extensions/GUI/Sample.&lt;br /&gt;
&lt;br /&gt;
= Screenshot =&lt;br /&gt;
&lt;br /&gt;
http://img63.imageshack.us/img63/3766/guir.png&lt;br /&gt;
&lt;br /&gt;
= Things still missing =&lt;br /&gt;
&lt;br /&gt;
Feel free to participate here:&lt;br /&gt;
&lt;br /&gt;
* Windows, dialogs, modal events&lt;br /&gt;
* List boxes&lt;br /&gt;
* Radio buttons&lt;br /&gt;
* Copy/Paste&lt;br /&gt;
* Image elements&lt;br /&gt;
&lt;br /&gt;
}} &amp;lt;!-- Right panel --&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Extension_Summary|&lt;br /&gt;
ame = GUI Extension|&lt;br /&gt;
screenshot = H3DGUI.jpg|&lt;br /&gt;
description = The GUI extension adds a tightly integrated GUI system to Horde3D.|&lt;br /&gt;
horde3dversion = svn head|&lt;br /&gt;
author = Mathias Gottschlag|&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Phoenix64</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=355</id>
		<title>Community Roadmap</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=355"/>
				<updated>2008-09-07T10:14:33Z</updated>
		
		<summary type="html">&lt;p&gt;Phoenix64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a way to keep the Horde3D community on the same page in regards to the development of future features, this Community Roadmap will keep an up to date log of the undergoing activities.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#6699FF&amp;quot; style=&amp;quot;font-size: medium; font-weight: bold&amp;quot;&lt;br /&gt;
| Feature&lt;br /&gt;
| Description&lt;br /&gt;
| Assigned to&lt;br /&gt;
| Completion&lt;br /&gt;
| Released in&lt;br /&gt;
|-&lt;br /&gt;
| D3D Backend&lt;br /&gt;
| Write a D3D9/D3D10 backend, in addition to the current OpenGL backend&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|- bgcolor=&amp;quot;#FFFF66&amp;quot;&lt;br /&gt;
| [[Community_Roadmap_-_Compressed_Texture_Support|Compressed Texture Support]]&lt;br /&gt;
| Support for DDS, PowerVR, and other Texture formats.&lt;br /&gt;
| swiftcoder&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| OpenGL ES2.x Backend&lt;br /&gt;
| Write a OpenGL ES2.x backend, Horde3D port for mobile platforms&lt;br /&gt;
| DDd&lt;br /&gt;
| 10%&lt;br /&gt;
| (EST.) December 2008&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Occlusion&lt;br /&gt;
| Add ambient occlusion support for Horde3D&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Wishlist:&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#6699FF&amp;quot; style=&amp;quot;font-size: medium; font-weight: bold&amp;quot;&lt;br /&gt;
| Feature&lt;br /&gt;
| Description&lt;br /&gt;
|-&lt;br /&gt;
| Texture Improvements&lt;br /&gt;
| Support for simple downloading of texture data, mipmaps for RTT render targets (for e.g. impostors)&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot;&amp;gt;Upcoming Horde3D Version: 1.0&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
| &amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot;&amp;gt;Upcoming Horde3D Editor version: 1.0&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;The current version is: v1.0.0 Beta1&amp;lt;/b&amp;gt;&lt;br /&gt;
| &amp;lt;b&amp;gt;The current version is: v0.7.0&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|For version 1.0.0 Beta1 of Horde3D the following features have been &lt;br /&gt;
		integrated:&amp;lt;/p&amp;gt;&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Occlusion Culling&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Render-to-Texture&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Stereo Rendering&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Software Skinning&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Node Sorting&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
The first will give polygonally dense worlds a boost in speed and the second can be used to do all sorts of effects. See also the&lt;br /&gt;
[http://www.horde3d.org/docs/_changeLog.html changelog] for more details. &lt;br /&gt;
In the following weeks no new features will be implemented. Instead the development will be focused on bug fixes and further documentation.&lt;br /&gt;
| The next version 0.7.0 will be based on Horde3D v.1.0.0 Beta1 and will focus on a better extensibility using plugins (e.g. the terrain node extension will be a plugin and not a fixed part of the editor anymore). Further on there will be support for front, top, and right view of the scene with orthographic projection.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Phoenix64</name></author>	</entry>

	<entry>
		<id>http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=347</id>
		<title>Community Roadmap</title>
		<link rel="alternate" type="text/html" href="http://horde3d.org/wiki/index.php?title=Community_Roadmap&amp;diff=347"/>
				<updated>2008-09-06T22:27:16Z</updated>
		
		<summary type="html">&lt;p&gt;Phoenix64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a way to keep the Horde3D community on the same page in regards to the development of future features, this Community Roadmap will keep an up to date log of the undergoing activities.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#6699FF&amp;quot; style=&amp;quot;font-size: medium; font-weight: bold&amp;quot;&lt;br /&gt;
| Feature&lt;br /&gt;
| Description&lt;br /&gt;
| Assigned to&lt;br /&gt;
| Completion&lt;br /&gt;
| Released in&lt;br /&gt;
|-&lt;br /&gt;
| D3D Backend&lt;br /&gt;
| Write a D3D9/D3D10 backend, in addition to the current OpenGL backend&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|- bgcolor=&amp;quot;#FFFF66&amp;quot;&lt;br /&gt;
| [http://horde3d.org/wiki/index.php5?title=Community_Roadmap_-_Compressed_Texture_Support Compressed Texture Support]&lt;br /&gt;
| Support for DDS, PowerVR, and other Texture formats.&lt;br /&gt;
| swiftcoder&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| OpenGL ES2.x Backend&lt;br /&gt;
| Write a OpenGL ES2.x backend, Horde3D port for mobile platforms&lt;br /&gt;
| DDd&lt;br /&gt;
| 10%&lt;br /&gt;
| (EST.) December 2008&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Occlusion&lt;br /&gt;
| Add ambient occlusion support for Horde3D&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Wishlist:&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#6699FF&amp;quot; style=&amp;quot;font-size: medium; font-weight: bold&amp;quot;&lt;br /&gt;
| Feature&lt;br /&gt;
| Description&lt;br /&gt;
|-&lt;br /&gt;
| Texture Improvements&lt;br /&gt;
| Support for simple downloading of texture data, mipmaps for RTT render targets (for e.g. impostors)&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot;&amp;gt;Upcoming Horde3D Version: 1.0&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
| &amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot;&amp;gt;Upcoming Horde3D Editor version: 1.0&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;The current version is: v1.0.0 Beta1&amp;lt;/b&amp;gt;&lt;br /&gt;
| &amp;lt;b&amp;gt;The current version is: v0.7.0&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|For version 1.0.0 Beta1 of Horde3D the following features have been &lt;br /&gt;
		integrated:&amp;lt;/p&amp;gt;&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Occlusion Culling&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Render-to-Texture&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Stereo Rendering&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Software Skinning&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Node Sorting&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/ul&amp;gt;&lt;br /&gt;
The first will give polygonally dense worlds a boost in speed and the second can be used to do all sorts of effects. See also the&lt;br /&gt;
[http://www.horde3d.org/docs/_changeLog.html changelog] for more details. &lt;br /&gt;
In the following weeks no new features will be implemented. Instead the development will be focused on bug fixes and further documentation.&lt;br /&gt;
| The next version 0.7.0 will be based on Horde3D v.1.0.0 Beta1 and will focus on a better extensibility using plugins (e.g. the terrain node extension will be a plugin and not a fixed part of the editor anymore). Further on there will be support for front, top, and right view of the scene with orthographic projection.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Phoenix64</name></author>	</entry>

	</feed>