Integrated Andras Balogh's SOARX terrain algorithm, which combines dynamic level-of-detail rendering with automatic high-frequency detail generation, into Delta3D.
Added ability to page in DTED data on-the-fly as 1 degree by 1 degree SOARX blocks, complete with skirts to hide seams between blocks and coloring based on elevation
Rewrote shading code using OpenGL Shading Language for performance and compatibility
Added ability to drape geospecific imagery in formats such as GeoTIFF over terrain
Added ability to load and render roads from vector data




Many thanks to developer Andrzej Kapolka for giving us a great baseline for GENETICS.
