fix water hand reflection #101
large terrain: interaction/buffer update performance counters #94
move px heightfield update to terrainTile, update only for draw calls #94
add build type "RelWithDebInfo" for performance testing #94
basic version of diamond square algorithm for terrain generation #94
larger terrain, preconfigured in terrain settings
Merge branch 'waterRenderingFix_101' into largeTerrain_94
discard water terrain samples that are below the solid terrain #94
hack the shadow mapping for good results in most cases #94
limit navigation depending on terrain size + camera view range #94
blend terrain at the horizon, use a light blue as "sky" color #94
set navigation start position to some interesting location (waterfall etc) #94
add grass texture + apply elements to initial terrain #94
correct height calculation for initial elements #94
discard invisible primitives in base terrain geometry shader

+5fps on my nvidia 650ti, full hd
terrain texture smoothing #94
fix gpu particle update, remove debug code #94
discard invisible terrain vertices while drawing the depth map #94

+2 fps on my mobile amd, now at 6fps...
terrain rendering fast again, using the visible grid size for draw calls #94
change start position and sand height. #94